2022-03-17 22:33:22 +01:00
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#ifndef SUB_VOXEL_POINTS_H
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#define SUB_VOXEL_POINTS_H
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2022-03-15 13:29:32 +01:00
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2023-12-18 00:25:33 +01:00
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/*************************************************************************/
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/* voxel_cube_points.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2022-03-15 13:29:32 +01:00
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2022-08-17 12:53:49 +02:00
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#include "core/containers/vector.h"
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2023-12-18 00:25:33 +01:00
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#include "core/object/reference.h"
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2022-03-15 13:29:32 +01:00
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class VoxelChunk;
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class SubVoxelFacePointsHelper;
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class VoxelCubePoints : public Reference {
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GDCLASS(VoxelCubePoints, Reference);
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public:
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enum Points {
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P000 = 0,
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P100 = 1,
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P010 = 2,
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P001 = 3,
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P110 = 4,
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P011 = 5,
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P101 = 6,
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P111 = 7,
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POINT_COUNT = 8,
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};
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enum VoxelFaces {
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VOXEL_FACE_FRONT = 0,
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VOXEL_FACE_RIGHT = 1,
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VOXEL_FACE_BACK = 2,
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VOXEL_FACE_LEFT = 3,
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VOXEL_FACE_TOP = 4,
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VOXEL_FACE_BOTTOM = 5,
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VOXEL_FACE_COUNT = 6,
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};
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enum VoxelNeighbours {
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VOXEL_NEIGHBOUR_NONE = 0,
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VOXEL_NEIGHBOUR_LEFT = 1 << 0,
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VOXEL_NEIGHBOUR_RIGHT = 1 << 1,
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VOXEL_NEIGHBOUR_FRONT = 1 << 2,
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VOXEL_NEIGHBOUR_BACK = 1 << 3,
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VOXEL_NEIGHBOUR_TOP = 1 << 4,
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VOXEL_NEIGHBOUR_BOTTOM = 1 << 5,
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VOXEL_NEIGHBOUR_LEFT_FRONT = 1 << 6,
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VOXEL_NEIGHBOUR_LEFT_BACK = 1 << 7,
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VOXEL_NEIGHBOUR_RIGHT_FRONT = 1 << 8,
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VOXEL_NEIGHBOUR_RIGHT_BACK = 1 << 9,
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VOXEL_NEIGHBOUR_TOP_LEFT = 1 << 10,
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VOXEL_NEIGHBOUR_TOP_RIGHT = 1 << 11,
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VOXEL_NEIGHBOUR_TOP_FRONT = 1 << 12,
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VOXEL_NEIGHBOUR_TOP_BACK = 1 << 13,
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VOXEL_NEIGHBOUR_BOTTOM_LEFT = 1 << 14,
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VOXEL_NEIGHBOUR_BOTTOM_RIGHT = 1 << 15,
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VOXEL_NEIGHBOUR_BOTTOM_FRONT = 1 << 16,
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VOXEL_NEIGHBOUR_BOTTOM_BACK = 1 << 17,
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VOXEL_NEIGHBOUR_BOTTOM_LEFT_FRONT = 1 << 18,
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VOXEL_NEIGHBOUR_BOTTOM_LEFT_BACK = 1 << 19,
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VOXEL_NEIGHBOUR_BOTTOM_RIGHT_FRONT = 1 << 20,
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VOXEL_NEIGHBOUR_BOTTOM_RIGHT_BACK = 1 << 21,
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VOXEL_NEIGHBOUR_TOP_LEFT_FRONT = 1 << 22,
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VOXEL_NEIGHBOUR_TOP_LEFT_BACK = 1 << 23,
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VOXEL_NEIGHBOUR_TOP_RIGHT_FRONT = 1 << 24,
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VOXEL_NEIGHBOUR_TOP_RIGHT_BACK = 1 << 25,
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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;
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VOXEL_FULL_SIDE_NEIGHBOURS = VOXEL_NEIGHBOUR_LEFT | VOXEL_NEIGHBOUR_RIGHT | VOXEL_NEIGHBOUR_BACK | VOXEL_NEIGHBOUR_FRONT,
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VOXEL_FULL_SIDE_NEIGHBOURS_TOP = VOXEL_NEIGHBOUR_LEFT | VOXEL_NEIGHBOUR_RIGHT | VOXEL_NEIGHBOUR_BACK | VOXEL_NEIGHBOUR_FRONT | VOXEL_NEIGHBOUR_TOP,
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VOXEL_FULL_SIDE_NEIGHBOURS_DOWN = VOXEL_NEIGHBOUR_LEFT | VOXEL_NEIGHBOUR_RIGHT | VOXEL_NEIGHBOUR_BACK | VOXEL_NEIGHBOUR_FRONT | VOXEL_NEIGHBOUR_BOTTOM,
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};
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int get_x();
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void set_x(int value);
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int get_y();
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void set_y(int value);
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int get_z();
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void set_z(int value);
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int get_size();
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void set_size(int value);
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int get_channel_index_type() const;
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void set_channel_index_type(const int value);
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int get_channel_index_isolevel() const;
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void set_channel_index_isolevel(const int value);
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void refresh_points();
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void recalculate_point(int point);
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void refresh_neighbours(Ref<VoxelChunk> chunk);
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void setup(Ref<VoxelChunk> chunk, int x, int y, int z, int size = 1);
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void reset();
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int get_point_index(int face, int index);
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Vector2 get_point_uv_direction(int face, int index);
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Vector3 get_points_for_face(int face, int index);
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bool is_face_visible(int face);
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bool is_sub_voxel_point(int x, int y, int z);
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void set_point(int point, int x, int y, int z);
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int get_point_id(int x, int y, int z);
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Vector3 get_point_for_face(int face, int pointIndex);
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Vector3 get_vertex_vector3_for_point(int face, int pointIndex);
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int get_point_type(int index);
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int get_point_fill(int index);
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int get_point_neighbours(int index);
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int get_point_ao(int index);
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int get_face_point_ao(int face, int index);
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Color get_face_point_ao_color(int face, int index);
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Color get_face_point_light_color(int face, int index);
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Color get_face_point_color_mixed(int face, int index);
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Vector3 get_face_light_direction(int face);
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Vector3 get_point(int index);
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Vector3 get_top_left_point(int face);
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Vector3 get_top_right_point(int face);
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Vector3 get_bottom_left_point(int face);
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Vector3 get_bottom_right_point(int face);
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uint8_t get_face_type(int face);
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bool has_points();
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int get_opposite_face(int face);
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VoxelCubePoints();
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~VoxelCubePoints();
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protected:
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static void _bind_methods();
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static const unsigned int index_table[6][4];
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static const unsigned int visibility_check_table[6];
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static const int face_light_direction_table[6][3];
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static const float point_direction_table[8][3];
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static const unsigned int point_direction_neighbour_table[8][3];
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static const float uv_direction_table[8][4][2];
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private:
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int _channel_index_type;
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int _channel_index_isolevel;
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Vector3 _points[POINT_COUNT];
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uint8_t _point_types[POINT_COUNT];
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uint8_t _point_fills[POINT_COUNT];
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uint8_t _point_aos[POINT_COUNT];
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Color _point_colors[POINT_COUNT];
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unsigned int _point_neighbours[POINT_COUNT];
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int _size;
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int _x;
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int _y;
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int _z;
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};
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VARIANT_ENUM_CAST(VoxelCubePoints::Points);
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VARIANT_ENUM_CAST(VoxelCubePoints::VoxelFaces);
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VARIANT_ENUM_CAST(VoxelCubePoints::VoxelNeighbours);
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#endif
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