pandemonium_engine/modules/voxelman/meshers/cubic/voxel_cube_points.h

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#ifndef SUB_VOXEL_POINTS_H
#define SUB_VOXEL_POINTS_H
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/*************************************************************************/
/* voxel_cube_points.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/containers/vector.h"
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#include "core/object/reference.h"
class VoxelChunk;
class SubVoxelFacePointsHelper;
class VoxelCubePoints : public Reference {
GDCLASS(VoxelCubePoints, Reference);
public:
enum Points {
P000 = 0,
P100 = 1,
P010 = 2,
P001 = 3,
P110 = 4,
P011 = 5,
P101 = 6,
P111 = 7,
POINT_COUNT = 8,
};
enum VoxelFaces {
VOXEL_FACE_FRONT = 0,
VOXEL_FACE_RIGHT = 1,
VOXEL_FACE_BACK = 2,
VOXEL_FACE_LEFT = 3,
VOXEL_FACE_TOP = 4,
VOXEL_FACE_BOTTOM = 5,
VOXEL_FACE_COUNT = 6,
};
enum VoxelNeighbours {
VOXEL_NEIGHBOUR_NONE = 0,
VOXEL_NEIGHBOUR_LEFT = 1 << 0,
VOXEL_NEIGHBOUR_RIGHT = 1 << 1,
VOXEL_NEIGHBOUR_FRONT = 1 << 2,
VOXEL_NEIGHBOUR_BACK = 1 << 3,
VOXEL_NEIGHBOUR_TOP = 1 << 4,
VOXEL_NEIGHBOUR_BOTTOM = 1 << 5,
VOXEL_NEIGHBOUR_LEFT_FRONT = 1 << 6,
VOXEL_NEIGHBOUR_LEFT_BACK = 1 << 7,
VOXEL_NEIGHBOUR_RIGHT_FRONT = 1 << 8,
VOXEL_NEIGHBOUR_RIGHT_BACK = 1 << 9,
VOXEL_NEIGHBOUR_TOP_LEFT = 1 << 10,
VOXEL_NEIGHBOUR_TOP_RIGHT = 1 << 11,
VOXEL_NEIGHBOUR_TOP_FRONT = 1 << 12,
VOXEL_NEIGHBOUR_TOP_BACK = 1 << 13,
VOXEL_NEIGHBOUR_BOTTOM_LEFT = 1 << 14,
VOXEL_NEIGHBOUR_BOTTOM_RIGHT = 1 << 15,
VOXEL_NEIGHBOUR_BOTTOM_FRONT = 1 << 16,
VOXEL_NEIGHBOUR_BOTTOM_BACK = 1 << 17,
VOXEL_NEIGHBOUR_BOTTOM_LEFT_FRONT = 1 << 18,
VOXEL_NEIGHBOUR_BOTTOM_LEFT_BACK = 1 << 19,
VOXEL_NEIGHBOUR_BOTTOM_RIGHT_FRONT = 1 << 20,
VOXEL_NEIGHBOUR_BOTTOM_RIGHT_BACK = 1 << 21,
VOXEL_NEIGHBOUR_TOP_LEFT_FRONT = 1 << 22,
VOXEL_NEIGHBOUR_TOP_LEFT_BACK = 1 << 23,
VOXEL_NEIGHBOUR_TOP_RIGHT_FRONT = 1 << 24,
VOXEL_NEIGHBOUR_TOP_RIGHT_BACK = 1 << 25,
VOXEL_FULL_NEIGHBOURS_CROSS = VOXEL_NEIGHBOUR_LEFT | VOXEL_NEIGHBOUR_RIGHT | VOXEL_NEIGHBOUR_BACK | VOXEL_NEIGHBOUR_FRONT | VOXEL_NEIGHBOUR_TOP | VOXEL_NEIGHBOUR_BOTTOM, // | VOXEL_NEIGHBOUR_LEFT_BACK | VOXEL_NEIGHBOUR_LEFT_FRONT | VOXEL_NEIGHBOUR_RIGHT_BACK | VOXEL_NEIGHBOUR_RIGHT_FRONT;
VOXEL_FULL_SIDE_NEIGHBOURS = VOXEL_NEIGHBOUR_LEFT | VOXEL_NEIGHBOUR_RIGHT | VOXEL_NEIGHBOUR_BACK | VOXEL_NEIGHBOUR_FRONT,
VOXEL_FULL_SIDE_NEIGHBOURS_TOP = VOXEL_NEIGHBOUR_LEFT | VOXEL_NEIGHBOUR_RIGHT | VOXEL_NEIGHBOUR_BACK | VOXEL_NEIGHBOUR_FRONT | VOXEL_NEIGHBOUR_TOP,
VOXEL_FULL_SIDE_NEIGHBOURS_DOWN = VOXEL_NEIGHBOUR_LEFT | VOXEL_NEIGHBOUR_RIGHT | VOXEL_NEIGHBOUR_BACK | VOXEL_NEIGHBOUR_FRONT | VOXEL_NEIGHBOUR_BOTTOM,
};
int get_x();
void set_x(int value);
int get_y();
void set_y(int value);
int get_z();
void set_z(int value);
int get_size();
void set_size(int value);
int get_channel_index_type() const;
void set_channel_index_type(const int value);
int get_channel_index_isolevel() const;
void set_channel_index_isolevel(const int value);
void refresh_points();
void recalculate_point(int point);
void refresh_neighbours(Ref<VoxelChunk> chunk);
void setup(Ref<VoxelChunk> chunk, int x, int y, int z, int size = 1);
void reset();
int get_point_index(int face, int index);
Vector2 get_point_uv_direction(int face, int index);
Vector3 get_points_for_face(int face, int index);
bool is_face_visible(int face);
bool is_sub_voxel_point(int x, int y, int z);
void set_point(int point, int x, int y, int z);
int get_point_id(int x, int y, int z);
Vector3 get_point_for_face(int face, int pointIndex);
Vector3 get_vertex_vector3_for_point(int face, int pointIndex);
int get_point_type(int index);
int get_point_fill(int index);
int get_point_neighbours(int index);
int get_point_ao(int index);
int get_face_point_ao(int face, int index);
Color get_face_point_ao_color(int face, int index);
Color get_face_point_light_color(int face, int index);
Color get_face_point_color_mixed(int face, int index);
Vector3 get_face_light_direction(int face);
Vector3 get_point(int index);
Vector3 get_top_left_point(int face);
Vector3 get_top_right_point(int face);
Vector3 get_bottom_left_point(int face);
Vector3 get_bottom_right_point(int face);
uint8_t get_face_type(int face);
bool has_points();
int get_opposite_face(int face);
VoxelCubePoints();
~VoxelCubePoints();
protected:
static void _bind_methods();
static const unsigned int index_table[6][4];
static const unsigned int visibility_check_table[6];
static const int face_light_direction_table[6][3];
static const float point_direction_table[8][3];
static const unsigned int point_direction_neighbour_table[8][3];
static const float uv_direction_table[8][4][2];
private:
int _channel_index_type;
int _channel_index_isolevel;
Vector3 _points[POINT_COUNT];
uint8_t _point_types[POINT_COUNT];
uint8_t _point_fills[POINT_COUNT];
uint8_t _point_aos[POINT_COUNT];
Color _point_colors[POINT_COUNT];
unsigned int _point_neighbours[POINT_COUNT];
int _size;
int _x;
int _y;
int _z;
};
VARIANT_ENUM_CAST(VoxelCubePoints::Points);
VARIANT_ENUM_CAST(VoxelCubePoints::VoxelFaces);
VARIANT_ENUM_CAST(VoxelCubePoints::VoxelNeighbours);
#endif