voxelman/meshers/cubic_mesher/voxel_cube_points.h

167 lines
4.7 KiB
C++

#ifndef SUB_VOXEL_POINTS_H
#define SUB_VOXEL_POINTS_H
#include "../../math/vector3i.h"
#include "../../world/voxel_buffer.h"
#include "core/reference.h"
#include "core/vector.h"
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);
void refresh_points();
void recalculate_point(int point);
void refresh_neighbours(const Ref<VoxelBuffer> buffer);
void setup(const Ref<VoxelBuffer> buffer, 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_vec(Vector3i point);
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_vec(Vector3i point);
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);
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:
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