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https://github.com/Relintai/godot_voxel.git
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106 lines
3.5 KiB
C++
106 lines
3.5 KiB
C++
#ifndef VOXEL_MAP_H
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#define VOXEL_MAP_H
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#include <scene/main/node.h>
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#include <core/hash_map.h>
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#include <scene/3d/mesh_instance.h>
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#include <scene/3d/physics_body.h>
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#include "voxel_buffer.h"
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// Fixed-size voxel container used in VoxelMap. Used internally.
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class VoxelBlock {
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public:
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static const int SIZE_POW2 = 4; // 3=>8, 4=>16, 5=>32...
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static const int SIZE = 1 << SIZE_POW2;
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Ref<VoxelBuffer> voxels; // SIZE*SIZE*SIZE voxels
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Vector3i pos;
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NodePath mesh_instance_path;
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NodePath body_path; // TODO
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static VoxelBlock * create(Vector3i bpos, Ref<VoxelBuffer> buffer);
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MeshInstance * get_mesh_instance(const Node & root);
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StaticBody * get_physics_body(const Node & root);
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private:
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VoxelBlock();
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};
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// Infinite voxel storage by means of octants like Gridmap
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class VoxelMap : public Reference {
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GDCLASS(VoxelMap, Reference)
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public:
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// Converts voxel coodinates into block coordinates
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static _FORCE_INLINE_ Vector3i voxel_to_block(Vector3i pos) {
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return Vector3i(
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pos.x >> VoxelBlock::SIZE_POW2,
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pos.y >> VoxelBlock::SIZE_POW2,
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pos.z >> VoxelBlock::SIZE_POW2
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);
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}
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// Converts block coodinates into voxel coordinates
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static _FORCE_INLINE_ Vector3i block_to_voxel(Vector3i bpos) {
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return bpos * VoxelBlock::SIZE;
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}
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VoxelMap();
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~VoxelMap();
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int get_voxel(Vector3i pos, unsigned int c = 0);
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void set_voxel(int value, Vector3i pos, unsigned int c = 0);
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void set_default_voxel(int value, unsigned int channel=0);
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int get_default_voxel(unsigned int channel=0);
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// Gets a copy of all voxels in the area starting at min_pos having the same size as dst_buffer.
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void get_buffer_copy(Vector3i min_pos, VoxelBuffer & dst_buffer, unsigned int channel = 0);
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// Moves the given buffer into a block of the map. The buffer is referenced, no copy is made.
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void set_block_buffer(Vector3i bpos, Ref<VoxelBuffer> buffer);
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void remove_blocks_not_in_area(Vector3i min, Vector3i max);
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VoxelBlock * get_block(Vector3i bpos);
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bool has_block(Vector3i pos) const;
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bool is_block_surrounded(Vector3i pos) const;
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void clear();
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private:
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void set_block(Vector3i bpos, VoxelBlock * block);
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_FORCE_INLINE_ int get_block_size() const { return VoxelBlock::SIZE; }
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static void _bind_methods();
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_FORCE_INLINE_ int _get_voxel_binding(int x, int y, int z, unsigned int c = 0) { return get_voxel(Vector3i(x, y, z), c); }
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_FORCE_INLINE_ void _set_voxel_binding(int value, int x, int y, int z, unsigned int c = 0) { set_voxel(value, Vector3i(x, y, z), c); }
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_FORCE_INLINE_ bool _has_block_binding(int x, int y, int z) { return has_block(Vector3i(x, y, z)); }
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_FORCE_INLINE_ Vector3 _voxel_to_block_binding(Vector3 pos) const { return voxel_to_block(Vector3i(pos)).to_vec3(); }
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_FORCE_INLINE_ Vector3 _block_to_voxel_binding(Vector3 pos) const { return block_to_voxel(Vector3i(pos)).to_vec3(); }
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bool _is_block_surrounded(Vector3 pos) const { return is_block_surrounded(Vector3i(pos)); }
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void _get_buffer_copy_binding(Vector3 pos, Ref<VoxelBuffer> dst_buffer_ref, unsigned int channel = 0);
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void _set_block_buffer_binding(Vector3 bpos, Ref<VoxelBuffer> buffer) { set_block_buffer(Vector3i(bpos), buffer); }
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private:
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// Voxel values that will be returned if access is out of map bounds
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uint8_t _default_voxel[VoxelBuffer::MAX_CHANNELS];
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// Blocks stored with a spatial hash in all 3D directions
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HashMap<Vector3i, VoxelBlock*, Vector3iHasher> _blocks;
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// Voxel access will most frequently be in contiguous areas, so the same blocks are accessed.
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// To prevent too much hashing, this reference is checked before.
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VoxelBlock * _last_accessed_block;
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};
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#endif // VOXEL_MAP_H
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