godot_voxel/cube_tables.cpp

214 lines
4.5 KiB
C++

#include "cube_tables.h"
namespace Cube {
// The following tables respect the following conventions
//
// 7-------6
// /| /|
// / | / | Corners
// 4-------5 |
// | 3----|--2
// | / | / y z
// |/ |/ |/ OpenGL axis convention
// 0-------1 x--o
//
//
// o---10----o
// /| /|
// 11 7 9 6 Edges
// / | / |
// o----8----o |
// | o---2-|---o
// 4 / 5 /
// | 3 | 1
// |/ |/
// o----0----o
//
// Sides are ordered according to the Voxel::Side enum.
// Edges are ordered according to the Voxel::Edge enum (only g_edge_inormals!).
//
// Ordered as per the cube corners diagram
const Vector3 g_corner_position[CORNER_COUNT] = {
Vector3(1, 0, 0),
Vector3(0, 0, 0),
Vector3(0, 0, 1),
Vector3(1, 0, 1),
Vector3(1, 1, 0),
Vector3(0, 1, 0),
Vector3(0, 1, 1),
Vector3(1, 1, 1)
};
const int g_side_quad_triangles[SIDE_COUNT][6] = {
{ 0, 2, 1, 0, 3, 2 }, // LEFT (+x)
{ 0, 2, 1, 0, 3, 2 }, // RIGHT (-x)
{ 0, 2, 1, 0, 3, 2 }, // BOTTOM (-y)
{ 0, 2, 1, 0, 3, 2 }, // TOP (+y)
{ 0, 2, 1, 0, 3, 2 }, // BACK (-z)
{ 0, 2, 1, 0, 3, 2 }, // FRONT (+z)
};
//const unsigned int g_side_coord[SIDE_COUNT] = { 0, 0, 1, 1, 2, 2 };
//const unsigned int g_side_sign[SIDE_COUNT] = { 0, 1, 0, 1, 0, 1 };
const Vector3i g_side_normals[SIDE_COUNT] = {
// TODO Wrong! Left should be -X
Vector3i(1, 0, 0), // LEFT
Vector3i(-1, 0, 0), // RIGHT
Vector3i(0, -1, 0), // BOTTOM
Vector3i(0, 1, 0), // TOP
// TODO Wrong! Front should be -Z
Vector3i(0, 0, -1), // BACK
Vector3i(0, 0, 1), // FRONT
};
const float g_side_tangents[SIDE_COUNT][4] = {
{ 0.f, 0.f, -1.f, 1.f },
{ 0.f, 0.f, 1.f, 1.f },
{ 1.f, 0.f, 0.f, 1.f },
{ -1.f, 0.f, 0.f, 1.f },
{ -1.f, 0.f, 0.f, 1.f },
{ 1.f, 0.f, 0.f, 1.f }
};
// Corners have same winding, relative to the face's normal
const unsigned int g_side_corners[SIDE_COUNT][4] = {
{ 3, 0, 4, 7 },
{ 1, 2, 6, 5 },
{ 1, 0, 3, 2 },
{ 4, 5, 6, 7 },
{ 0, 1, 5, 4 },
{ 2, 3, 7, 6 }
};
const unsigned int g_side_edges[SIDE_COUNT][4] = {
{ 3, 7, 11, 4 },
{ 1, 6, 9, 5 },
{ 0, 1, 2, 3 },
{ 8, 9, 10, 11 },
{ 0, 5, 8, 4 },
{ 2, 6, 10, 7 }
};
// 3---2
// | / | {0,1,2,0,2,3}
// 0---1
//static const unsigned int g_vertex_to_corner[Voxel::SIDE_COUNT][6] = {
// { 0, 3, 7, 0, 7, 4 },
// { 2, 1, 5, 2, 5, 6 },
// { 0, 1, 2, 0, 2, 3 },
// { 7, 6, 5, 7, 5, 4 },
// { 1, 0, 4 ,1, 4, 5 },
// { 3, 2, 6, 3, 6, 7 }
//};
const Vector3i g_corner_inormals[CORNER_COUNT] = {
Vector3i(1, -1, -1),
Vector3i(-1, -1, -1),
Vector3i(-1, -1, 1),
Vector3i(1, -1, 1),
Vector3i(1, 1, -1),
Vector3i(-1, 1, -1),
Vector3i(-1, 1, 1),
Vector3i(1, 1, 1)
};
const Vector3i g_edge_inormals[EDGE_COUNT] = {
Vector3i(0, -1, -1),
Vector3i(-1, -1, 0),
Vector3i(0, -1, 1),
Vector3i(1, -1, 0),
Vector3i(1, 0, -1),
Vector3i(-1, 0, -1),
Vector3i(-1, 0, 1),
Vector3i(1, 0, 1),
Vector3i(0, 1, -1),
Vector3i(-1, 1, 0),
Vector3i(0, 1, 1),
Vector3i(1, 1, 0)
};
const unsigned int g_edge_corners[EDGE_COUNT][2] = {
{ 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 },
{ 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 },
{ 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 }
};
// Order is irrelevant
const Vector3i g_moore_neighboring_3d[MOORE_NEIGHBORING_3D_COUNT] = {
Vector3i(-1, -1, -1),
Vector3i(0, -1, -1),
Vector3i(1, -1, -1),
Vector3i(-1, -1, 0),
Vector3i(0, -1, 0),
Vector3i(1, -1, 0),
Vector3i(-1, -1, 1),
Vector3i(0, -1, 1),
Vector3i(1, -1, 1),
Vector3i(-1, 0, -1),
Vector3i(0, 0, -1),
Vector3i(1, 0, -1),
Vector3i(-1, 0, 0),
//Vector3i(0,0,0),
Vector3i(1, 0, 0),
Vector3i(-1, 0, 1),
Vector3i(0, 0, 1),
Vector3i(1, 0, 1),
Vector3i(-1, 1, -1),
Vector3i(0, 1, -1),
Vector3i(1, 1, -1),
Vector3i(-1, 1, 0),
Vector3i(0, 1, 0),
Vector3i(1, 1, 0),
Vector3i(-1, 1, 1),
Vector3i(0, 1, 1),
Vector3i(1, 1, 1),
};
// Order is IMPORTANT:
// This is used in multithread context, in which we may iterate blocks in XYZ order, to avoid deadlocks.
const Vector3i g_ordered_moore_area_3d[MOORE_AREA_3D_COUNT] = {
Vector3i(-1, -1, -1),
Vector3i(0, -1, -1),
Vector3i(1, -1, -1),
Vector3i(-1, 0, -1),
Vector3i(0, 0, -1),
Vector3i(1, 0, -1),
Vector3i(-1, 1, -1),
Vector3i(0, 1, -1),
Vector3i(1, 1, -1),
Vector3i(-1, -1, 0),
Vector3i(0, -1, 0),
Vector3i(1, -1, 0),
Vector3i(-1, 0, 0),
Vector3i(0, 0, 0),
Vector3i(1, 0, 0),
Vector3i(-1, 1, 0),
Vector3i(0, 1, 0),
Vector3i(1, 1, 0),
Vector3i(-1, -1, 1),
Vector3i(0, -1, 1),
Vector3i(1, -1, 1),
Vector3i(-1, 0, 1),
Vector3i(0, 0, 1),
Vector3i(1, 0, 1),
Vector3i(-1, 1, 1),
Vector3i(0, 1, 1),
Vector3i(1, 1, 1)
};
} // namespace Cube