godot_voxel/terrain/voxel_map.h

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#ifndef VOXEL_MAP_H
#define VOXEL_MAP_H
#include "../util/fixed_array.h"
#include "voxel_block.h"
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#include <core/hash_map.h>
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#include <scene/main/node.h>
// Infinite voxel storage by means of octants like Gridmap, within a constant LOD.
// Convenience functions to access VoxelBuffers internally will lock them to protect against multithreaded access.
// However, the map itself is not thread-safe.
class VoxelMap {
public:
// Converts voxel coodinates into block coordinates.
// Don't use division because it introduces an offset in negative coordinates.
static _FORCE_INLINE_ Vector3i voxel_to_block_b(Vector3i pos, int block_size_pow2) {
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return pos >> block_size_pow2;
}
_FORCE_INLINE_ Vector3i voxel_to_block(Vector3i pos) const {
return voxel_to_block_b(pos, _block_size_pow2);
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}
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_FORCE_INLINE_ Vector3i to_local(Vector3i pos) const {
return Vector3i(
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pos.x & _block_size_mask,
pos.y & _block_size_mask,
pos.z & _block_size_mask);
}
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// Converts block coodinates into voxel coordinates
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_FORCE_INLINE_ Vector3i block_to_voxel(Vector3i bpos) const {
return bpos * _block_size;
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}
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VoxelMap();
~VoxelMap();
void create(unsigned int block_size_po2, int lod_index);
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_FORCE_INLINE_ unsigned int get_block_size() const { return _block_size; }
_FORCE_INLINE_ unsigned int get_block_size_pow2() const { return _block_size_pow2; }
_FORCE_INLINE_ unsigned int get_block_size_mask() const { return _block_size_mask; }
void set_lod_index(int lod_index);
unsigned int get_lod_index() const;
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int get_voxel(Vector3i pos, unsigned int c = 0) const;
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void set_voxel(int value, Vector3i pos, unsigned int c = 0);
float get_voxel_f(Vector3i pos, unsigned int c = VoxelBuffer::CHANNEL_SDF) const;
void set_voxel_f(real_t value, Vector3i pos, unsigned int c = VoxelBuffer::CHANNEL_SDF);
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void set_default_voxel(int value, unsigned int channel = 0);
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 channels_mask = 1);
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// Moves the given buffer into a block of the map. The buffer is referenced, no copy is made.
VoxelBlock *set_block_buffer(Vector3i bpos, Ref<VoxelBuffer> buffer);
struct NoAction {
inline void operator()(VoxelBlock *block) {}
};
template <typename Action_T>
void remove_block(Vector3i bpos, Action_T pre_delete) {
if (_last_accessed_block && _last_accessed_block->position == bpos) {
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_last_accessed_block = nullptr;
}
unsigned int *iptr = _blocks_map.getptr(bpos);
if (iptr != nullptr) {
const unsigned int i = *iptr;
#ifdef DEBUG_ENABLED
CRASH_COND(i >= _blocks.size());
#endif
VoxelBlock *block = _blocks[i];
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ERR_FAIL_COND(block == nullptr);
pre_delete(block);
memdelete(block);
remove_block_internal(bpos, i);
}
}
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VoxelBlock *get_block(Vector3i bpos);
const VoxelBlock *get_block(Vector3i bpos) const;
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bool has_block(Vector3i pos) const;
bool is_block_surrounded(Vector3i pos) const;
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void clear();
int get_block_count() const;
// TODO Rename for_each_block
template <typename Op_T>
inline void for_all_blocks(Op_T op) {
for (auto it = _blocks.begin(); it != _blocks.end(); ++it) {
op(*it);
}
}
// TODO Rename for_each_block
template <typename Op_T>
inline void for_all_blocks(Op_T op) const {
for (auto it = _blocks.begin(); it != _blocks.end(); ++it) {
op(*it);
}
}
bool is_area_fully_loaded(const Rect3i voxels_box) const;
private:
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void set_block(Vector3i bpos, VoxelBlock *block);
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VoxelBlock *get_or_create_block_at_voxel_pos(Vector3i pos);
void remove_block_internal(Vector3i bpos, unsigned int index);
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void set_block_size_pow2(unsigned int p);
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private:
// Voxel values that will be returned if access is out of map bounds
FixedArray<uint64_t, VoxelBuffer::MAX_CHANNELS> _default_voxel;
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// Blocks stored with a spatial hash in all 3D directions
HashMap<Vector3i, unsigned int, Vector3iHasher> _blocks_map;
std::vector<VoxelBlock *> _blocks;
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// Voxel access will most frequently be in contiguous areas, so the same blocks are accessed.
// To prevent too much hashing, this reference is checked before.
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mutable VoxelBlock *_last_accessed_block;
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unsigned int _block_size;
unsigned int _block_size_pow2;
unsigned int _block_size_mask;
unsigned int _lod_index = 0;
};
#endif // VOXEL_MAP_H