godot_voxel/cube_tables.h

87 lines
1.9 KiB
C++

#ifndef CUBE_TABLES_H
#define CUBE_TABLES_H
#include "math/vector3i.h"
#include <core/math/vector3.h>
namespace Cube {
// Index convention used in some lookup tables
enum Side {
SIDE_LEFT = 0,
SIDE_RIGHT,
SIDE_BOTTOM,
SIDE_TOP,
// TODO I would like to swap the Z ones because it's inconsistent with coordinates...
SIDE_BACK,
SIDE_FRONT,
SIDE_COUNT
};
// Alias to the above for clarity, fixing some interpretation problems regarding the side_normals table...
enum SideAxis {
SIDE_POSITIVE_X = 0,
SIDE_NEGATIVE_X,
SIDE_NEGATIVE_Y,
SIDE_POSITIVE_Y,
SIDE_NEGATIVE_Z,
SIDE_POSITIVE_Z
};
// Index convention used in some lookup tables
enum Edge {
EDGE_BOTTOM_BACK = 0,
EDGE_BOTTOM_RIGHT,
EDGE_BOTTOM_FRONT,
EDGE_BOTTOM_LEFT,
EDGE_BACK_LEFT,
EDGE_BACK_RIGHT,
EDGE_FRONT_RIGHT,
EDGE_FRONT_LEFT,
EDGE_TOP_BACK,
EDGE_TOP_RIGHT,
EDGE_TOP_FRONT,
EDGE_TOP_LEFT,
EDGE_COUNT
};
// Index convention used in some lookup tables
enum Corner {
CORNER_BOTTOM_BACK_LEFT = 0,
CORNER_BOTTOM_BACK_RIGHT,
CORNER_BOTTOM_FRONT_RIGHT,
CORNER_BOTTOM_FRONT_LEFT,
CORNER_TOP_BACK_LEFT,
CORNER_TOP_BACK_RIGHT,
CORNER_TOP_FRONT_RIGHT,
CORNER_TOP_FRONT_LEFT,
CORNER_COUNT
};
extern const Vector3 g_corner_position[CORNER_COUNT];
extern const int g_side_quad_triangles[SIDE_COUNT][6];
//extern const unsigned int g_side_coord[SIDE_COUNT];
//extern const unsigned int g_side_sign[SIDE_COUNT];
extern const Vector3i g_side_normals[SIDE_COUNT];
extern const unsigned int g_side_corners[SIDE_COUNT][4];
extern const unsigned int g_side_edges[SIDE_COUNT][4];
extern const Vector3i g_corner_inormals[CORNER_COUNT];
extern const Vector3i g_edge_inormals[EDGE_COUNT];
extern const unsigned int g_edge_corners[EDGE_COUNT][2];
const unsigned int MOORE_NEIGHBORING_3D_COUNT = 26;
extern const Vector3i g_moore_neighboring_3d[MOORE_NEIGHBORING_3D_COUNT];
} // namespace Cube
#endif // CUBE_TABLES_H