121 lines
3.4 KiB
C++
121 lines
3.4 KiB
C++
#ifndef VOXEL_MESH_MAP_H
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#define VOXEL_MESH_MAP_H
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#include "voxel_mesh_block.h"
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#include <vector>
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// Stores meshes and colliders in an infinite sparse grid of chunks (aka blocks).
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class VoxelMeshMap {
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public:
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// Converts voxel coodinates into block coordinates.
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// Don't use division because it introduces an offset in negative coordinates.
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static inline Vector3i voxel_to_block_b(Vector3i pos, int block_size_pow2) {
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return pos >> block_size_pow2;
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}
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inline Vector3i voxel_to_block(Vector3i pos) const {
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return voxel_to_block_b(pos, _block_size_pow2);
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}
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inline Vector3i to_local(Vector3i pos) const {
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return Vector3i(
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pos.x & _block_size_mask,
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pos.y & _block_size_mask,
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pos.z & _block_size_mask);
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}
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// Converts block coodinates into voxel coordinates
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inline Vector3i block_to_voxel(Vector3i bpos) const {
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return bpos * _block_size;
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}
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VoxelMeshMap();
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~VoxelMeshMap();
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void create(unsigned int block_size_po2, int lod_index);
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inline unsigned int get_block_size() const { return _block_size; }
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inline unsigned int get_block_size_pow2() const { return _block_size_pow2; }
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inline unsigned int get_block_size_mask() const { return _block_size_mask; }
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void set_lod_index(int lod_index);
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unsigned int get_lod_index() const;
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struct NoAction {
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inline void operator()(VoxelMeshBlock *block) {}
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};
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template <typename Action_T>
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void remove_block(Vector3i bpos, Action_T pre_delete) {
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if (_last_accessed_block && _last_accessed_block->position == bpos) {
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_last_accessed_block = nullptr;
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}
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unsigned int *iptr = _blocks_map.getptr(bpos);
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if (iptr != nullptr) {
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const unsigned int i = *iptr;
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#ifdef DEBUG_ENABLED
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CRASH_COND(i >= _blocks.size());
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#endif
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VoxelMeshBlock *block = _blocks[i];
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ERR_FAIL_COND(block == nullptr);
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pre_delete(block);
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memdelete(block);
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remove_block_internal(bpos, i);
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}
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}
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VoxelMeshBlock *get_block(Vector3i bpos);
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const VoxelMeshBlock *get_block(Vector3i bpos) const;
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void set_block(Vector3i bpos, VoxelMeshBlock *block);
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bool has_block(Vector3i pos) const;
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bool is_block_surrounded(Vector3i pos) const;
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void clear();
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int get_block_count() const;
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// TODO Rename for_each_block
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template <typename Op_T>
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inline void for_all_blocks(Op_T op) {
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for (auto it = _blocks.begin(); it != _blocks.end(); ++it) {
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op(*it);
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}
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}
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// TODO Rename for_each_block
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template <typename Op_T>
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inline void for_all_blocks(Op_T op) const {
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for (auto it = _blocks.begin(); it != _blocks.end(); ++it) {
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op(*it);
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}
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}
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private:
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//VoxelMeshBlock *get_or_create_block_at_voxel_pos(Vector3i pos);
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VoxelMeshBlock *create_default_block(Vector3i bpos);
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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:
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// Blocks stored with a spatial hash in all 3D directions.
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// RELATIONSHIP = 2 because it delivers better performance with this kind of key and hash (less collisions).
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HashMap<Vector3i, unsigned int, Vector3iHasher, HashMapComparatorDefault<Vector3i>, 3, 2> _blocks_map;
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// Blocks are stored in a vector to allow faster iteration over all of them
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std::vector<VoxelMeshBlock *> _blocks;
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// Voxel access will most frequently be in contiguous areas, so the same blocks are accessed.
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// To prevent too much hashing, this reference is checked before.
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mutable VoxelMeshBlock *_last_accessed_block;
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unsigned int _block_size;
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unsigned int _block_size_pow2;
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unsigned int _block_size_mask;
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unsigned int _lod_index = 0;
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};
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#endif // VOXEL_MESH_BLOCK_MAP_H
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