#ifndef HEADER_VOXEL_UTILITY_H #define HEADER_VOXEL_UTILITY_H #include "../math/vector3i.h" #include #include #include #include #include // Takes elements starting from a given position and moves them at the beginning, // then shrink the array to fit them. Other elements are discarded. template void shift_up(Vector &v, int pos) { int j = 0; for (int i = pos; i < v.size(); ++i, ++j) { v.write[j] = v[i]; } int remaining = v.size() - pos; v.resize(remaining); } // Pops the last element of the vector and place it at the given position. // (The element that was at this position is the one removed). template void unordered_remove(Vector &v, int pos) { int last = v.size() - 1; v.write[pos] = v[last]; v.resize(last); } template void copy_to(PoolVector &to, const Vector &from) { to.resize(from.size()); typename PoolVector::Write w = to.write(); for (unsigned int i = 0; i < from.size(); ++i) { w[i] = from[i]; } } inline String ptr2s(const void *p) { return String::num_uint64((uint64_t)p, 16); } template void raw_copy_to(PoolVector &to, const std::vector &from) { to.resize(from.size()); typename PoolVector::Write w = to.write(); memcpy(w.ptr(), from.data(), from.size() * sizeof(T)); } // Trilinear interpolation between corner values of a cube. // Cube points respect the same position as in octree_tables.h template inline T interpolate(const T v0, const T v1, const T v2, const T v3, const T v4, const T v5, const T v6, const T v7, Vector3 position) { const float one_min_x = 1.f - position.x; const float one_min_y = 1.f - position.y; const float one_min_z = 1.f - position.z; const float one_min_x_one_min_y = one_min_x * one_min_y; const float x_one_min_y = position.x * one_min_y; T res = one_min_z * (v0 * one_min_x_one_min_y + v1 * x_one_min_y + v4 * one_min_x * position.y); res += position.z * (v3 * one_min_x_one_min_y + v2 * x_one_min_y + v7 * one_min_x * position.y); res += position.x * position.y * (v5 * one_min_z + v6 * position.z); return res; } inline float min(const float &a, const float &b) { return a < b ? a : b; } inline float max(const float &a, const float &b) { return a > b ? a : b; } inline bool is_mesh_empty(Ref mesh_ref) { if (mesh_ref.is_null()) return true; const Mesh &mesh = **mesh_ref; if (mesh.get_surface_count() == 0) return true; if (mesh.surface_get_array_len(0) == 0) return true; return false; } #endif // HEADER_VOXEL_UTILITY_H