mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
Added in 2 more classes and the updated vector3i from https://github.com/Zylann/godot_voxel. Also added their license to the top of these files.
This commit is contained in:
parent
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commit
e2c8c5c2ca
@ -1 +0,0 @@
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#include "vector3i.h"
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@ -2,7 +2,7 @@
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#define VOXEL_H
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#include "core/reference.h"
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#include "../collections/vector3i.h"
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#include "../math/vector3i.h"
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#include "core/math/quat.h"
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#include "core/resource.h"
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#include "core/vector.h"
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@ -5,7 +5,7 @@
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#include "core/reference.h"
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#include "core/vector.h"
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#include "../collections/vector3i.h"
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#include "../math/vector3i.h"
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class VoxelLight : public Reference {
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GDCLASS(VoxelLight, Reference);
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99
math/rect3i.h
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99
math/rect3i.h
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@ -0,0 +1,99 @@
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/**
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*
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* Voxel Tools for Godot Engine
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*
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* Copyright(c) 2016 Marc Gilleron
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
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* files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software
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* is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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#ifndef RECT3I_H
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#define RECT3I_H
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#include "vector3i.h"
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#include <core/variant.h>
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class Rect3i {
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public:
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Vector3i pos;
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Vector3i size;
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Rect3i() {}
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Rect3i(Vector3i p_pos, Vector3i p_size) :
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pos(p_pos),
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size(p_size) {}
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Rect3i(const Rect3i &other) :
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pos(other.pos),
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size(other.size) {}
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static inline Rect3i from_center_extents(Vector3i center, Vector3i extents) {
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return Rect3i(center - extents, 2 * extents);
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}
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static inline Rect3i get_bounding_box(Rect3i a, Rect3i b) {
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Rect3i box;
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box.pos.x = MIN(a.pos.x, b.pos.x);
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box.pos.y = MIN(a.pos.y, b.pos.y);
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box.pos.z = MIN(a.pos.z, b.pos.z);
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Vector3i max_a = a.pos + a.size;
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Vector3i max_b = b.pos + b.size;
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box.size.x = MAX(max_a.x, max_b.x) - box.pos.x;
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box.size.y = MAX(max_a.y, max_b.y) - box.pos.y;
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box.size.z = MAX(max_a.z, max_b.z) - box.pos.z;
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return box;
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}
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bool inline contains(Vector3i p_pos) const {
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Vector3i end = pos + size;
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return p_pos.x >= pos.x &&
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p_pos.y >= pos.y &&
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p_pos.z >= pos.z &&
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p_pos.x < end.x &&
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p_pos.y < end.y &&
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p_pos.z < end.z;
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}
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String to_string() const {
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return String("(o:{0}, s:{1})").format(varray(pos.to_vec3(), size.to_vec3()));
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}
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bool intersects(Rect3i other) {
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if (pos.x > other.pos.x + other.size.x)
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return false;
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if (pos.y > other.pos.y + other.size.y)
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return false;
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if (pos.z > other.pos.z + other.size.z)
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return false;
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if (other.pos.x > pos.x + size.x)
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return false;
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if (other.pos.y > pos.y + size.y)
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return false;
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if (other.pos.z > pos.z + size.z)
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return false;
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return true;
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}
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};
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inline bool operator!=(const Rect3i &a, const Rect3i &b) {
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return a.pos != b.pos || a.size != b.size;
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}
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#endif // RECT3I_H
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/**
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*
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* Voxel Tools for Godot Engine
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*
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* Copyright(c) 2016 Marc Gilleron
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
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* files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software
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* is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
|
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* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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#ifndef VOXEL_VECTOR3I_H
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#define VOXEL_VECTOR3I_H
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@ -65,13 +84,6 @@ struct Vector3i {
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return *this;
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}
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_FORCE_INLINE_ Vector3i &operator=(const Vector3 &other) {
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x = (int) other.x;
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y = (int) other.y;
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z = (int) other.z;
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return *this;
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}
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_FORCE_INLINE_ void operator+=(const Vector3i &other) {
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x += other.x;
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y += other.y;
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@ -162,6 +174,27 @@ _FORCE_INLINE_ bool operator!=(const Vector3i &a, const Vector3i &b) {
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return a.x != b.x || a.y != b.y || a.z != b.z;
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}
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_FORCE_INLINE_ Vector3i operator<<(const Vector3i &a, int b) {
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return Vector3i(a.x << b, a.y << b, a.z << b);
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}
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_FORCE_INLINE_ Vector3i operator>>(const Vector3i &a, int b) {
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return Vector3i(a.x >> b, a.y >> b, a.z >> b);
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}
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_FORCE_INLINE_ bool operator<(const Vector3i &a, const Vector3i &b) {
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if (a.x == b.x) {
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if (a.y == b.y) {
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return a.z < b.z;
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} else {
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return a.y < b.y;
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}
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} else {
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return a.x < b.x;
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}
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}
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_FORCE_INLINE_ int Vector3i::distance_sq(const Vector3i &other) const {
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return (other - *this).length_sq();
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}
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#include "scene/resources/concave_polygon_shape.h"
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#include "../library/voxelman_library.h"
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#include "../collections/vector3i.h"
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#include "../math/vector3i.h"
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#include "../data/voxel.h"
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#include "../library/voxelman_library.h"
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#include "../utility/marching_cubes_voxel_query.h"
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349
world/voxel_buffer.cpp
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349
world/voxel_buffer.cpp
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/**
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*
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* Voxel Tools for Godot Engine
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*
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* Copyright(c) 2016 Marc Gilleron
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
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* files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software
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* is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
|
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* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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#include "voxel_buffer.h"
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#include <core/math/math_funcs.h>
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#include <string.h>
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const char *VoxelBuffer::CHANNEL_ID_HINT_STRING = "Type,Sdf,Data2,Data3,Data4,Data5,Data6,Data7";
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VoxelBuffer::VoxelBuffer() {
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_channels[CHANNEL_ISOLEVEL].defval = 255;
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}
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VoxelBuffer::~VoxelBuffer() {
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clear();
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}
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void VoxelBuffer::create(int sx, int sy, int sz) {
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if (sx <= 0 || sy <= 0 || sz <= 0) {
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return;
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}
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Vector3i new_size(sx, sy, sz);
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if (new_size != _size) {
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for (unsigned int i = 0; i < MAX_CHANNELS; ++i) {
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Channel &channel = _channels[i];
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if (channel.data) {
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// Channel already contained data
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// TODO Optimize with realloc
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delete_channel(i);
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create_channel(i, new_size, channel.defval);
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}
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}
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_size = new_size;
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}
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}
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void VoxelBuffer::clear() {
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for (unsigned int i = 0; i < MAX_CHANNELS; ++i) {
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Channel &channel = _channels[i];
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if (channel.data) {
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delete_channel(i);
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}
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}
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}
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void VoxelBuffer::clear_channel(unsigned int channel_index, int clear_value) {
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ERR_FAIL_INDEX(channel_index, MAX_CHANNELS);
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if (_channels[channel_index].data) {
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delete_channel(channel_index);
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}
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_channels[channel_index].defval = clear_value;
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}
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void VoxelBuffer::set_default_values(uint8_t values[VoxelBuffer::MAX_CHANNELS]) {
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for (unsigned int i = 0; i < MAX_CHANNELS; ++i) {
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_channels[i].defval = values[i];
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}
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}
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int VoxelBuffer::get_voxel(int x, int y, int z, unsigned int channel_index) const {
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ERR_FAIL_INDEX_V(channel_index, MAX_CHANNELS, 0);
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const Channel &channel = _channels[channel_index];
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if (validate_pos(x, y, z) && channel.data) {
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return channel.data[index(x, y, z)];
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} else {
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return channel.defval;
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}
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}
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void VoxelBuffer::set_voxel(int value, int x, int y, int z, unsigned int channel_index) {
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ERR_FAIL_INDEX(channel_index, MAX_CHANNELS);
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ERR_FAIL_COND(!validate_pos(x, y, z));
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Channel &channel = _channels[channel_index];
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if (channel.data == NULL) {
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if (channel.defval != value) {
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// Allocate channel with same initial values as defval
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create_channel(channel_index, _size, channel.defval);
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channel.data[index(x, y, z)] = value;
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}
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} else {
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channel.data[index(x, y, z)] = value;
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}
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}
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// This version does not cause errors if out of bounds. Use only if it's okay to be outside.
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void VoxelBuffer::try_set_voxel(int x, int y, int z, int value, unsigned int channel_index) {
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ERR_FAIL_INDEX(channel_index, MAX_CHANNELS);
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if (!validate_pos(x, y, z)) {
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return;
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}
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Channel &channel = _channels[channel_index];
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if (channel.data == NULL) {
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if (channel.defval != value) {
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create_channel(channel_index, _size, channel.defval);
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channel.data[index(x, y, z)] = value;
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}
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} else {
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channel.data[index(x, y, z)] = value;
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}
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}
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void VoxelBuffer::set_voxel_v(int value, Vector3 pos, unsigned int channel_index) {
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set_voxel(value, pos.x, pos.y, pos.z, channel_index);
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}
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void VoxelBuffer::fill(int defval, unsigned int channel_index) {
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ERR_FAIL_INDEX(channel_index, MAX_CHANNELS);
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Channel &channel = _channels[channel_index];
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if (channel.data == NULL) {
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// Channel is already optimized and uniform
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if (channel.defval == defval) {
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// No change
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return;
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} else {
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// Just change default value
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channel.defval = defval;
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return;
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}
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} else {
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create_channel_noinit(channel_index, _size);
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}
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unsigned int volume = get_volume();
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memset(channel.data, defval, volume);
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}
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void VoxelBuffer::fill_area(int defval, Vector3i min, Vector3i max, unsigned int channel_index) {
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ERR_FAIL_INDEX(channel_index, MAX_CHANNELS);
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Vector3i::sort_min_max(min, max);
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min.clamp_to(Vector3i(0, 0, 0), _size + Vector3i(1, 1, 1));
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max.clamp_to(Vector3i(0, 0, 0), _size + Vector3i(1, 1, 1));
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Vector3i area_size = max - min;
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if (area_size.x == 0 || area_size.y == 0 || area_size.z == 0) {
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return;
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}
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Channel &channel = _channels[channel_index];
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if (channel.data == NULL) {
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if (channel.defval == defval) {
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return;
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} else {
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create_channel(channel_index, _size, channel.defval);
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}
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}
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Vector3i pos;
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int volume = get_volume();
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for (pos.z = min.z; pos.z < max.z; ++pos.z) {
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for (pos.x = min.x; pos.x < max.x; ++pos.x) {
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unsigned int dst_ri = index(pos.x, pos.y + min.y, pos.z);
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CRASH_COND(dst_ri >= volume);
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memset(&channel.data[dst_ri], defval, area_size.y * sizeof(uint8_t));
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}
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}
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}
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bool VoxelBuffer::is_uniform(unsigned int channel_index) const {
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ERR_FAIL_INDEX_V(channel_index, MAX_CHANNELS, true);
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const Channel &channel = _channels[channel_index];
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if (channel.data == NULL) {
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// Channel has been optimized
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return true;
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}
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// Channel isn't optimized, so must look at each voxel
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uint8_t voxel = channel.data[0];
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unsigned int volume = get_volume();
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for (unsigned int i = 1; i < volume; ++i) {
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if (channel.data[i] != voxel) {
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return false;
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}
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}
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return true;
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}
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void VoxelBuffer::compress_uniform_channels() {
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for (unsigned int i = 0; i < MAX_CHANNELS; ++i) {
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if (_channels[i].data && is_uniform(i)) {
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clear_channel(i, _channels[i].data[0]);
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}
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}
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}
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void VoxelBuffer::copy_from(const VoxelBuffer &other, unsigned int channel_index) {
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ERR_FAIL_INDEX(channel_index, MAX_CHANNELS);
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ERR_FAIL_COND(other._size == _size);
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Channel &channel = _channels[channel_index];
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const Channel &other_channel = other._channels[channel_index];
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if (other_channel.data) {
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if (channel.data == NULL) {
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create_channel_noinit(channel_index, _size);
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}
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memcpy(channel.data, other_channel.data, get_volume() * sizeof(uint8_t));
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} else if (channel.data) {
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delete_channel(channel_index);
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}
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channel.defval = other_channel.defval;
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}
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void VoxelBuffer::copy_from(const VoxelBuffer &other, Vector3i src_min, Vector3i src_max, Vector3i dst_min, unsigned int channel_index) {
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ERR_FAIL_INDEX(channel_index, MAX_CHANNELS);
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Channel &channel = _channels[channel_index];
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const Channel &other_channel = other._channels[channel_index];
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Vector3i::sort_min_max(src_min, src_max);
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src_min.clamp_to(Vector3i(0, 0, 0), other._size);
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src_max.clamp_to(Vector3i(0, 0, 0), other._size + Vector3i(1, 1, 1));
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dst_min.clamp_to(Vector3i(0, 0, 0), _size);
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Vector3i area_size = src_max - src_min;
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//Vector3i dst_max = dst_min + area_size;
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if (area_size == _size) {
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copy_from(other, channel_index);
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} else {
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if (other_channel.data) {
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if (channel.data == NULL) {
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create_channel(channel_index, _size, channel.defval);
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}
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||||
// Copy row by row
|
||||
Vector3i pos;
|
||||
for (pos.z = 0; pos.z < area_size.z; ++pos.z) {
|
||||
for (pos.x = 0; pos.x < area_size.x; ++pos.x) {
|
||||
// Row direction is Y
|
||||
unsigned int src_ri = other.index(pos.x + src_min.x, pos.y + src_min.y, pos.z + src_min.z);
|
||||
unsigned int dst_ri = index(pos.x + dst_min.x, pos.y + dst_min.y, pos.z + dst_min.z);
|
||||
memcpy(&channel.data[dst_ri], &other_channel.data[src_ri], area_size.y * sizeof(uint8_t));
|
||||
}
|
||||
}
|
||||
} else if (channel.defval != other_channel.defval) {
|
||||
if (channel.data == NULL) {
|
||||
create_channel(channel_index, _size, channel.defval);
|
||||
}
|
||||
// Set row by row
|
||||
Vector3i pos;
|
||||
for (pos.z = 0; pos.z < area_size.z; ++pos.z) {
|
||||
for (pos.x = 0; pos.x < area_size.x; ++pos.x) {
|
||||
unsigned int dst_ri = index(pos.x + dst_min.x, pos.y + dst_min.y, pos.z + dst_min.z);
|
||||
memset(&channel.data[dst_ri], other_channel.defval, area_size.y * sizeof(uint8_t));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
uint8_t *VoxelBuffer::get_channel_raw(unsigned int channel_index) const {
|
||||
ERR_FAIL_INDEX_V(channel_index, MAX_CHANNELS, NULL);
|
||||
const Channel &channel = _channels[channel_index];
|
||||
return channel.data;
|
||||
}
|
||||
|
||||
void VoxelBuffer::create_channel(int i, Vector3i size, uint8_t defval) {
|
||||
create_channel_noinit(i, size);
|
||||
memset(_channels[i].data, defval, get_volume() * sizeof(uint8_t));
|
||||
}
|
||||
|
||||
void VoxelBuffer::create_channel_noinit(int i, Vector3i size) {
|
||||
Channel &channel = _channels[i];
|
||||
unsigned int volume = size.x * size.y * size.z;
|
||||
channel.data = (uint8_t *)memalloc(volume * sizeof(uint8_t));
|
||||
}
|
||||
|
||||
void VoxelBuffer::delete_channel(int i) {
|
||||
Channel &channel = _channels[i];
|
||||
ERR_FAIL_COND(channel.data == NULL);
|
||||
memfree(channel.data);
|
||||
channel.data = NULL;
|
||||
}
|
||||
|
||||
void VoxelBuffer::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("create", "sx", "sy", "sz"), &VoxelBuffer::create);
|
||||
ClassDB::bind_method(D_METHOD("clear"), &VoxelBuffer::clear);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_size"), &VoxelBuffer::_get_size_binding);
|
||||
ClassDB::bind_method(D_METHOD("get_size_x"), &VoxelBuffer::get_size_x);
|
||||
ClassDB::bind_method(D_METHOD("get_size_y"), &VoxelBuffer::get_size_y);
|
||||
ClassDB::bind_method(D_METHOD("get_size_z"), &VoxelBuffer::get_size_z);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_voxel", "value", "x", "y", "z", "channel"), &VoxelBuffer::_set_voxel_binding, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("set_voxel_f", "value", "x", "y", "z", "channel"), &VoxelBuffer::_set_voxel_f_binding, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("set_voxel_v", "value", "pos", "channel"), &VoxelBuffer::set_voxel_v, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("get_voxel", "x", "y", "z", "channel"), &VoxelBuffer::_get_voxel_binding, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("get_voxel_f", "x", "y", "z", "channel"), &VoxelBuffer::get_voxel_f, DEFVAL(0));
|
||||
|
||||
ClassDB::bind_method(D_METHOD("fill", "value", "channel"), &VoxelBuffer::fill, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("fill_f", "value", "channel"), &VoxelBuffer::fill_f, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("fill_area", "value", "min", "max", "channel"), &VoxelBuffer::_fill_area_binding, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("copy_from", "other", "channel"), &VoxelBuffer::_copy_from_binding, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("copy_from_area", "other", "src_min", "src_max", "dst_min", "channel"), &VoxelBuffer::_copy_from_area_binding, DEFVAL(0));
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_uniform", "channel"), &VoxelBuffer::is_uniform);
|
||||
ClassDB::bind_method(D_METHOD("optimize"), &VoxelBuffer::compress_uniform_channels);
|
||||
|
||||
BIND_ENUM_CONSTANT(CHANNEL_TYPE);
|
||||
BIND_ENUM_CONSTANT(CHANNEL_ISOLEVEL);
|
||||
BIND_ENUM_CONSTANT(CHANNEL_DATA2);
|
||||
BIND_ENUM_CONSTANT(CHANNEL_DATA3);
|
||||
BIND_ENUM_CONSTANT(CHANNEL_DATA4);
|
||||
BIND_ENUM_CONSTANT(CHANNEL_DATA5);
|
||||
BIND_ENUM_CONSTANT(CHANNEL_DATA6);
|
||||
BIND_ENUM_CONSTANT(CHANNEL_DATA7);
|
||||
BIND_ENUM_CONSTANT(MAX_CHANNELS);
|
||||
}
|
||||
|
||||
void VoxelBuffer::_copy_from_binding(Ref<VoxelBuffer> other, unsigned int channel) {
|
||||
ERR_FAIL_COND(other.is_null());
|
||||
copy_from(**other, channel);
|
||||
}
|
||||
|
||||
void VoxelBuffer::_copy_from_area_binding(Ref<VoxelBuffer> other, Vector3 src_min, Vector3 src_max, Vector3 dst_min, unsigned int channel) {
|
||||
ERR_FAIL_COND(other.is_null());
|
||||
copy_from(**other, Vector3i(src_min), Vector3i(src_max), Vector3i(dst_min), channel);
|
||||
}
|
170
world/voxel_buffer.h
Normal file
170
world/voxel_buffer.h
Normal file
@ -0,0 +1,170 @@
|
||||
/**
|
||||
*
|
||||
* Voxel Tools for Godot Engine
|
||||
*
|
||||
* Copyright(c) 2016 Marc Gilleron
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef VOXEL_BUFFER_H
|
||||
#define VOXEL_BUFFER_H
|
||||
|
||||
#include "math/vector3i.h"
|
||||
#include <core/reference.h>
|
||||
#include <core/vector.h>
|
||||
|
||||
// Dense voxels data storage.
|
||||
// Organized in 8-bit channels like images, all optional.
|
||||
// Note: for float storage (marching cubes for example), you can map [0..256] to [0..1] and save 3 bytes per cell
|
||||
|
||||
class VoxelBuffer : public Reference {
|
||||
GDCLASS(VoxelBuffer, Reference)
|
||||
|
||||
public:
|
||||
enum ChannelId {
|
||||
CHANNEL_TYPE = 0,
|
||||
CHANNEL_ISOLEVEL,
|
||||
CHANNEL_DATA2,
|
||||
CHANNEL_DATA3,
|
||||
CHANNEL_DATA4,
|
||||
CHANNEL_DATA5,
|
||||
CHANNEL_DATA6,
|
||||
CHANNEL_DATA7,
|
||||
// Arbitrary value, 8 should be enough. Tweak for your needs.
|
||||
MAX_CHANNELS
|
||||
};
|
||||
|
||||
// TODO use C++17 inline to initialize right here...
|
||||
static const char *CHANNEL_ID_HINT_STRING;
|
||||
|
||||
// TODO Quantification options
|
||||
// enum ChannelFormat {
|
||||
// FORMAT_I8_Q256U, // 0..255 integer
|
||||
// FORMAT_F8_Q1S, // -1..1 float stored in 8 bits
|
||||
// FORMAT_F16_Q128S // -128..128 float stored in 16 bits
|
||||
// };
|
||||
|
||||
// Converts -1..1 float into 0..255 integer
|
||||
static inline int iso_to_byte(real_t iso) {
|
||||
int v = static_cast<int>(128.f * iso + 128.f);
|
||||
if (v > 255)
|
||||
return 255;
|
||||
else if (v < 0)
|
||||
return 0;
|
||||
return v;
|
||||
}
|
||||
|
||||
// Converts 0..255 integer into -1..1 float
|
||||
static inline real_t byte_to_iso(int b) {
|
||||
return static_cast<float>(b - 128) / 128.f;
|
||||
}
|
||||
|
||||
VoxelBuffer();
|
||||
~VoxelBuffer();
|
||||
|
||||
void create(int sx, int sy, int sz);
|
||||
void clear();
|
||||
void clear_channel(unsigned int channel_index, int clear_value = 0);
|
||||
_FORCE_INLINE_ void clear_channel_f(unsigned int channel_index, float clear_value = 0) { clear_channel(channel_index, iso_to_byte(clear_value)); }
|
||||
|
||||
_FORCE_INLINE_ const Vector3i &get_size() const { return _size; }
|
||||
|
||||
void set_default_values(uint8_t values[MAX_CHANNELS]);
|
||||
|
||||
int get_voxel(int x, int y, int z, unsigned int channel_index = 0) const;
|
||||
void set_voxel(int value, int x, int y, int z, unsigned int channel_index = 0);
|
||||
void set_voxel_v(int value, Vector3 pos, unsigned int channel_index = 0);
|
||||
|
||||
void try_set_voxel(int x, int y, int z, int value, unsigned int channel_index = 0);
|
||||
|
||||
_FORCE_INLINE_ void set_voxel_f(real_t value, int x, int y, int z, unsigned int channel_index = 0) { set_voxel(iso_to_byte(value), x, y, z, channel_index); }
|
||||
_FORCE_INLINE_ real_t get_voxel_f(int x, int y, int z, unsigned int channel_index = 0) const { return byte_to_iso(get_voxel(x, y, z, channel_index)); }
|
||||
|
||||
_FORCE_INLINE_ int get_voxel(const Vector3i pos, unsigned int channel_index = 0) const { return get_voxel(pos.x, pos.y, pos.z, channel_index); }
|
||||
_FORCE_INLINE_ void set_voxel(int value, const Vector3i pos, unsigned int channel_index = 0) { set_voxel(value, pos.x, pos.y, pos.z, channel_index); }
|
||||
|
||||
void fill(int defval, unsigned int channel_index = 0);
|
||||
_FORCE_INLINE_ void fill_f(float value, unsigned int channel = 0) { fill(iso_to_byte(value), channel); }
|
||||
void fill_area(int defval, Vector3i min, Vector3i max, unsigned int channel_index = 0);
|
||||
|
||||
bool is_uniform(unsigned int channel_index) const;
|
||||
|
||||
void compress_uniform_channels();
|
||||
|
||||
void copy_from(const VoxelBuffer &other, unsigned int channel_index = 0);
|
||||
void copy_from(const VoxelBuffer &other, Vector3i src_min, Vector3i src_max, Vector3i dst_min, unsigned int channel_index = 0);
|
||||
|
||||
_FORCE_INLINE_ bool validate_pos(unsigned int x, unsigned int y, unsigned int z) const {
|
||||
return x < _size.x && y < _size.y && z < _size.z;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ unsigned int index(unsigned int x, unsigned int y, unsigned int z) const {
|
||||
return y + _size.y * (x + _size.x * z);
|
||||
}
|
||||
|
||||
// _FORCE_INLINE_ unsigned int row_index(unsigned int x, unsigned int y, unsigned int z) const {
|
||||
// return _size.y * (x + _size.x * z);
|
||||
// }
|
||||
|
||||
_FORCE_INLINE_ unsigned int get_volume() const {
|
||||
return _size.x * _size.y * _size.z;
|
||||
}
|
||||
|
||||
uint8_t *get_channel_raw(unsigned int channel_index) const;
|
||||
|
||||
private:
|
||||
void create_channel_noinit(int i, Vector3i size);
|
||||
void create_channel(int i, Vector3i size, uint8_t defval);
|
||||
void delete_channel(int i);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
_FORCE_INLINE_ int get_size_x() const { return _size.x; }
|
||||
_FORCE_INLINE_ int get_size_y() const { return _size.y; }
|
||||
_FORCE_INLINE_ int get_size_z() const { return _size.z; }
|
||||
_FORCE_INLINE_ Vector3 _get_size_binding() const { return _size.to_vec3(); }
|
||||
|
||||
_FORCE_INLINE_ int _get_voxel_binding(int x, int y, int z, unsigned int channel) const { return get_voxel(x, y, z, channel); }
|
||||
_FORCE_INLINE_ void _set_voxel_binding(int value, int x, int y, int z, unsigned int channel) { set_voxel(value, x, y, z, channel); }
|
||||
void _copy_from_binding(Ref<VoxelBuffer> other, unsigned int channel);
|
||||
void _copy_from_area_binding(Ref<VoxelBuffer> other, Vector3 src_min, Vector3 src_max, Vector3 dst_min, unsigned int channel);
|
||||
_FORCE_INLINE_ void _fill_area_binding(int defval, Vector3 min, Vector3 max, unsigned int channel_index) { fill_area(defval, Vector3i(min), Vector3i(max), channel_index); }
|
||||
_FORCE_INLINE_ void _set_voxel_f_binding(real_t value, int x, int y, int z, unsigned int channel) { set_voxel_f(value, x, y, z, channel); }
|
||||
|
||||
private:
|
||||
struct Channel {
|
||||
// Allocated when the channel is populated.
|
||||
// Flat array, in order [z][x][y] because it allows faster vertical-wise access (the engine is Y-up).
|
||||
uint8_t *data;
|
||||
|
||||
// Default value when data is null
|
||||
uint8_t defval;
|
||||
|
||||
Channel() :
|
||||
data(NULL),
|
||||
defval(0) {}
|
||||
};
|
||||
|
||||
// Each channel can store arbitary data.
|
||||
// For example, you can decide to store colors (R, G, B, A), gameplay types (type, state, light) or both.
|
||||
Channel _channels[MAX_CHANNELS];
|
||||
|
||||
// How many voxels are there in the three directions. All populated channels have the same size.
|
||||
Vector3i _size;
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(VoxelBuffer::ChannelId)
|
||||
|
||||
#endif // VOXEL_BUFFER_H
|
Loading…
Reference in New Issue
Block a user