/
voxel.cpp
196 lines (180 loc) · 5 KB
/
voxel.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
#include "voxel.h"
#include <malloc.h>
#include <memory.h>
#include "fpumath.h"
void init(map_s *m, int x, int y, int z)
{
m->ofs[0] = 0.f;
m->ofs[1] = 0.f;
m->ofs[2] = 0.f;
m->dim[0] = x;
m->dim[1] = y;
m->dim[2] = z;
m->solid = (unsigned char*)malloc(x*y*z);
m->colour = (uint32_t*)malloc(x*y*z*sizeof(uint32_t));
m->entities = (ChunkArray<void*,16>*)malloc(x*y*sizeof(ChunkArray<void*,16>));
memset( m->solid, 0, x*y*z );
memset( m->colour, 0, x*y*z*sizeof(uint32_t) );
memset( m->entities, 0, x*y*sizeof(ChunkArray<void*,16>) );
}
void setgeom(map_s *m, int x, int y, int z, unsigned char t)
{
if ( x >= m->dim[0] || y >= m->dim[1] || z >= m->dim[2] )
return;
m->solid[(x*m->dim[2]*m->dim[1])+(y*m->dim[2]) + z] = t;
}
// need to convert for endianness here if we read 32-bits at a time
void setcolor(map_s *m, int x, int y, int z, uint32_t c)
{
if ( x >= m->dim[0] || y >= m->dim[1] || z >= m->dim[2] )
return;
m->colour[(x*m->dim[2]*m->dim[1])+(y*m->dim[2]) + z] = (0xff<<24)|(((c>>0)&0xff)<<16)|(((c>>8)&0xff)<<8)|(((c>>16)&0xff)<<0);
}
void setcolor(map_s *m, int x, int y, int z, uint32_t r,uint32_t g,uint32_t b)
{
if ( x >= m->dim[0] || y >= m->dim[1] || z >= m->dim[2] )
return;
m->colour[(x*m->dim[2]*m->dim[1])+(y*m->dim[2]) + z] = (0xff<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|(((b)&0xff)<<0);
}
bool issolid( map_s *m, int x, int y, int z )
{
if ( x < 0 || y < 0 || z < 0 )
return false;
if ( x >= m->dim[0] || y >= m->dim[1] || z >= m->dim[2] )
return false;
return m->solid[(x*m->dim[2]*m->dim[1])+(y*m->dim[2]) + z] != 0;
}
void unlinkFromMap( map_s *map, void *p, float pos[3] )
{
int x = (int)(pos[0]);
int y = (int)(pos[1]);
if ( x < 0 || x >= map->dim[0] )
return;
if ( y < 0 || y >= map->dim[1] )
return;
int index = (x*map->dim[1])+y;
map->entities[index].Remove( p );
}
void linkToMap( map_s *map, void *p, float pos[3] )
{
int x = (int)(pos[0]);
int y = (int)(pos[1]);
if ( x < 0 || x >= map->dim[0] )
return;
if ( y < 0 || y >= map->dim[1] )
return;
int index = (x*map->dim[1])+y;
map->entities[index].Add( p );
}
bool IntersectRay(HitInfo_s &hi, float f[3], float d[3], float maxT, map_s *map, unsigned int mask )
{
// Set up 3D DDA for ray
float NextCrossingT[3], DeltaT[3];
int Step[3], Pos[3], OOB[3];
for (int axis = 0; axis < 3; ++axis) {
// Compute current voxel for axis
Pos[axis] = (int)(f[axis]);
if (d[axis] >= 0)
{
// Handle ray with positive direction for voxel stepping
NextCrossingT[axis] = ((Pos[axis]+1.f) - f[axis]) / d[axis];
DeltaT[axis] = 1.f / d[axis];
Step[axis] = 1;
OOB[axis] = map->dim[axis];
}
else {
// Handle ray with negative direction for voxel stepping
NextCrossingT[axis] = ((Pos[axis], axis) - f[axis]) / d[axis];
DeltaT[axis] = -1.f / d[axis];
Step[axis] = -1;
OOB[axis] = -1;
}
}
for (;;)
{
int index = Pos[0] * map->dim[1] + Pos[1];
#if 0
entitystate_s *cur = map->entities[index];
while ( cur )
{
if ( cur->collisionMask & mask )
{
if ( (Pos[2] >= cur->pos[2]) && (Pos[2] <= (cur->pos[2]+cur->collisionHeight) ) )
{
hi.es = cur;
hi.loc[0] = Pos[0];
hi.loc[1] = Pos[1];
hi.loc[2] = Pos[2];
return true;
}
}
cur = cur->voxelNext;
}
#endif
if ( issolid( map, Pos[0], Pos[1], Pos[2] ) )
{
hi.loc[0] = Pos[0];
hi.loc[1] = Pos[1];
hi.loc[2] = Pos[2];
hi.es = NULL;
return true;
}
// Find _stepAxis_ for stepping to next voxel
int bits = ((NextCrossingT[0] < NextCrossingT[1]) << 2) +
((NextCrossingT[0] < NextCrossingT[2]) << 1) +
((NextCrossingT[1] < NextCrossingT[2]));
const int cmpToAxis[8] = { 2, 1, 2, 1, 2, 2, 0, 0 };
int stepAxis = cmpToAxis[bits];
if (maxT < NextCrossingT[stepAxis])
break;
Pos[stepAxis] += Step[stepAxis];
if (Pos[stepAxis] == OOB[stepAxis])
break;
NextCrossingT[stepAxis] += DeltaT[stepAxis];
}
return false;
}
bool IntersectRay(HitInfo_s &hi, float f[3], float d[3], map_s *map, unsigned int mask )
{
float nd[3];
vec3Norm( nd, d );
return IntersectRay( hi, f, nd, sqrtf(vec3Dot(d,d)), map, mask );
}
bool IntersectFromTo(HitInfo_s &hi, float f[3], float t[3], map_s *map, unsigned int mask )
{
float d[3], nd[3];
vec3Sub( d, t, f );
vec3Norm( nd, d );
return IntersectRay( hi, f, nd, sqrtf(vec3Dot(d,d)), map, mask );
}
void move( float pos[3], float vel[3], map_s *map )
{
// xy
int attempts = 3;
while ( attempts-- )
{
int nx = (int)(pos[0]+vel[0]);
int ny = (int)(pos[1]+vel[1]);
if ( issolid( map, nx, ny, (int)(pos[2] + 1.f) ) )
{
if ( nx != (int)pos[0] )
vel[0] = 0.f;
if ( ny != (int)pos[1] )
vel[1] = 0.f;
}
else
{
break;
}
}
pos[0] += vel[0];
pos[1] += vel[1];
if ( issolid( map, (int)pos[0], (int)pos[1], (int)pos[2] ) )
{
pos[2] += 1.f;
}
if ( !issolid( map, (int)pos[0], (int)pos[1], (int)(pos[2] + vel[2]) ) )
{
pos[2] += vel[2];
}
}