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Utilities.cs
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Utilities.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System;
using System.IO;
namespace Quixel
{
internal class DensityData
{
#region Fields
/// <summary> Reference to another density data that contains the change in densities used for paging. </summary>
private DensityData changeData;
/// <summary> Density values </summary>
public float[, ,] Values;
/// <summary> Array of bytes that dictates which material to render </summary>
public byte[, ,] Materials;
#endregion
public DensityData()
{
Values = new float[19, 19, 19];
Materials = new byte[19, 19, 19];
for (int x = 0; x < 19; x++)
for (int y = 0; y < 19; y++)
for (int z = 0; z < 19; z++)
{
Values[x, y, z] = -100000f;
Materials[x, y, z] = 0;
}
}
/// <summary>
/// Returns the density value at the given coordinates.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
/// <returns></returns>
public float get(int x, int y, int z)
{
if (changeData != null)
if (changeData.get(x, y, z) > -99999f)
return changeData.get(x, y, z);
return Values[x + 1, y + 1, z + 1];
}
/// <summary>
/// Returns the density value at the given coordinates.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
/// <returns></returns>
public float get(Vector3I pos)
{
if (changeData != null)
if (changeData.get(pos) > -99999f)
return changeData.get(pos);
return get(pos.x, pos.y, pos.z);
}
/// <summary>
/// Returns the material index of a particular voxel
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
/// <returns></returns>
public byte getMaterial(int x, int y, int z)
{
if (changeData != null)
if (changeData.getMaterial(x, y, z) != 0)
return changeData.getMaterial(x, y, z);
return Materials[x + 1, y + 1, z + 1];
}
/// <summary>
/// Sets the density value at the given coordinates.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
/// <returns></returns>
public void set(int x, int y, int z, float val)
{
Values[x + 1, y + 1, z + 1] = val;
}
/// <summary>
/// Sets the density value at the given coordinates.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
/// <returns></returns>
public void set(Vector3I pos, float val)
{
set(pos.x, pos.y, pos.z, val);
}
/// <summary>
/// Sets the material of a particular voxel.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
/// <param name="val"></param>
public void setMaterial(int x, int y, int z, byte val)
{
Materials[x + 1, y + 1, z + 1] = val;
}
/// <summary>
/// Applies changes (additive) using another Density Data
/// </summary>
/// <param name="other"></param>
public void applyChanges(DensityData other)
{
for (int x = 0; x < 19; x++)
for (int y = 0; y < 19; y++)
for (int z = 0; z < 19; z++)
if (other.Values[x, y, z] > -99999f)
Values[x, y, z] = other.Values[x, y, z];
}
/// <summary>
/// Compresses (RLE) the density data.
/// </summary>
/// <returns></returns>
public float[] compressDensityData()
{
List<float> data = new List<float>();
float last = Values[0, 0, 0];
data.Add(0f);
data.Add(last);
int count = 0;
for (int x = 0; x < 19; x++)
for (int y = 0; y < 19; y++)
for (int z = 0; z < 19; z++)
{
count++;
if (Values[x, y, z] == last)
{
data[data.Count - 2] = count;
}
else
{
data.Add(1f);
data.Add(Values[x, y, z]);
count = 1;
}
last = Values[x, y, z];
}
float[] ret = new float[data.Count];
for (int i = 0; i < data.Count; i++)
ret[i] = data[i];
return ret;
}
/// <summary>
/// Compress the materials using run-length encoding.
/// </summary>
/// <returns></returns>
public int[] compressMaterialData()
{
List<int> data = new List<int>();
int last = Materials[0, 0, 0];
data.Add(0);
data.Add(last);
int count = 0;
for (int x = 0; x < 19; x++)
for (int y = 0; y < 19; y++)
for (int z = 0; z < 19; z++)
{
count++;
if (Materials[x, y, z] == last)
{
data[data.Count - 2] = count;
}
else
{
data.Add(1);
data.Add(Materials[x, y, z]);
count = 1;
}
last = Materials[x, y, z];
}
int[] ret = new int[data.Count];
for (int i = 0; i < data.Count; i++)
ret[i] = data[i];
return ret;
}
/// <summary>
/// Decompresses a sparse array of densities.
/// </summary>
/// <param name="data"></param>
public void decompressDensityData(float[] data)
{
int total = 0;
int index = 0;
int count = 0;
for (int x = 0; x < 19; x++)
for (int y = 0; y < 19; y++)
for (int z = 0; z < 19; z++)
{
total++;
if (count >= data[index])
{
count = 0;
index += 2;
}
count++;
Values[x, y, z] = data[index + 1];
}
}
/// <summary>
/// Decompresses a compressed array of materials.
/// </summary>
/// <param name="data"></param>
public void decompressMaterialData(int[] data)
{
int total = 0;
int index = 0;
int count = 0;
for (int x = 0; x < 19; x++)
for (int y = 0; y < 19; y++)
for (int z = 0; z < 19; z++)
{
total++;
if (count >= data[index])
{
count = 0;
index += 2;
}
count++;
Materials[x, y, z] = (byte)data[index + 1];
}
}
/// <summary>
/// Sets the change data for this density array.
/// Values are pulled from here if available.
/// </summary>
public void setChangeData(DensityData data)
{
changeData = data;
}
/// <summary>
/// Disposes of the density array.
/// </summary>
public void dispose()
{
for (int x = 0; x < 19; x++)
for (int y = 0; y < 19; y++)
for (int z = 0; z < 19; z++)
Values[x, y, z] = -100000f;
}
}
internal struct Triangle
{
public Vector3 pointOne, pointTwo, pointThree;
public Vector3 nOne, nTwo, nThree;
/// <summary>
/// Creates a triangle consisting of 6 vectors. 3 for points, 3 for normals.
/// </summary>
/// <param name="PointOne"></param>
/// <param name="PointTwo"></param>
/// <param name="PointThree"></param>
/// <param name="nOne"></param>
/// <param name="nTwo"></param>
/// <param name="nThree"></param>
public Triangle(Vector3 PointOne, Vector3 PointTwo, Vector3 PointThree, Vector3 nOne, Vector3 nTwo, Vector3 nThree)
{
this.pointOne = PointOne;
this.pointTwo = PointTwo;
this.pointThree = PointThree;
this.nOne = nOne;
this.nTwo = nTwo;
this.nThree = nThree;
}
}
internal struct Vector3I
{
public int x;
public int y;
public int z;
public Vector3I(int x, int y, int z)
{
this.x = x;
this.y = y;
this.z = z;
}
/// <summary>
/// Checks equality with another Vector3I object
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public override bool Equals(object obj)
{
if (obj == null || GetType() != obj.GetType())
{
return false;
}
Vector3I o = (Vector3I)obj;
return (x == o.x && y == o.y && z == o.z);
}
/// <summary>
/// Only because Unity complained if I didn't
/// </summary>
/// <returns></returns>
public override int GetHashCode()
{
return base.GetHashCode();
}
/// <summary>
/// Adds another vector's values to this
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
public Vector3I Add(Vector3I other)
{
return new Vector3I(x + other.x, y + other.y, z + other.z);
}
/// <summary>
/// Subtracts another vectory's values from this
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
public Vector3I Subtract(Vector3I other)
{
return new Vector3I(x - other.x, y - other.y, z - other.z);
}
/// <summary>
/// Convert to string
/// </summary>
/// <returns></returns>
public override string ToString()
{
return string.Format("({0},{1},{2})", x, y, z);
}
}
internal class MeshData
{
public Vector3[] triangleArray;
public Vector2[] uvArray;
public int[][] indexArray;
public Vector3[] normalArray;
/// <summary>
/// Disposes the meshdata.
/// </summary>
public void dispose()
{
triangleArray = null;
uvArray = null;
indexArray = null;
normalArray = null;
}
}
}