public static QuantizedValue ( byte content ) : byte | ||
content | byte | |
return | byte |
public void SetAllVoxelContents(byte[] buffer, out BoundingBoxD bounding) { // quantize the buffer and compute sum this._voxelContentSum = 0; for (var i = 0; i < buffer.Length; i++) { buffer[i] = MyVoxelContentCellContent.QuantizedValue(buffer[i]); this._voxelContentSum += buffer[i]; } bounding = new BoundingBoxD(Vector3I.MaxValue, Vector3I.MinValue); // mixed-->empty/full: deallocate // empty/full-->mixed: allocate // mixed: fill with values from buffer if (_voxelContentSum == 0) { if (this.CellType == MyVoxelCellType.MIXED) { this.Deallocate(); } this.CellType = MyVoxelCellType.EMPTY; } else if (_voxelContentSum == MyVoxelConstants.VOXEL_CELL_CONTENT_SUM_TOTAL) { if (this.CellType == MyVoxelCellType.MIXED) { this.Deallocate(); } this.CellType = MyVoxelCellType.FULL; } else { if (this.CellType == MyVoxelCellType.FULL || this.CellType == MyVoxelCellType.EMPTY) { this._cellContent = new MyVoxelContentCellContent(); } if (this._cellContent != null) { this._cellContent.SetAddVoxelContents(buffer, ref bounding); } this.CellType = MyVoxelCellType.MIXED; } }
// Voxel at specified coordinate 'x, y, z' sets to value 'content'. Coordinates are relative to voxel cell // IMPORTANT: Do not call this method directly! Always call it through MyVoxelMap.SetVoxelContent() public void SetVoxelContent(byte content, ref Vector3I voxelCoordInCell) { content = MyVoxelContentCellContent.QuantizedValue(content); if (this.CellType == MyVoxelCellType.FULL) { if (content == MyVoxelConstants.VOXEL_CONTENT_FULL) { // Nothing is changing return; } else { this._voxelContentSum -= (MyVoxelConstants.VOXEL_CONTENT_FULL - content); this.CheckCellType(); // If this cell is mixed, we change voxel's value in the cell content array, but first allocate the array if (this.CellType == MyVoxelCellType.MIXED) { this._cellContent = new MyVoxelContentCellContent(); // MyVoxelContentCellContents.Allocate(); if (this._cellContent != null) { this._cellContent.Reset(MyVoxelConstants.VOXEL_CONTENT_FULL); this._cellContent.SetVoxelContent(content, ref voxelCoordInCell); } } } } else if (this.CellType == MyVoxelCellType.EMPTY) { if (content == MyVoxelConstants.VOXEL_CONTENT_EMPTY) { // Nothing is changing return; } else { this._voxelContentSum += content; this.CheckCellType(); // If this cell is mixed, we change voxel's value in the cell content array, but first allocate the array if (this.CellType == MyVoxelCellType.MIXED) { this._cellContent = new MyVoxelContentCellContent(); //MyVoxelContentCellContents.Allocate(); if (this._cellContent != null) { this._cellContent.Reset(MyVoxelConstants.VOXEL_CONTENT_EMPTY); this._cellContent.SetVoxelContent(content, ref voxelCoordInCell); } } } } else if (this.CellType == MyVoxelCellType.MIXED) { if (this._cellContent == null) { return; } // Check for previous content value not only for optimisation, but because we need to know how much it changed // for calculating whole cell content summary. var previousContent = this._cellContent.GetVoxelContent(ref voxelCoordInCell); if (previousContent == content) { // New value is same as current, so nothing needs to be changed return; } this._voxelContentSum -= previousContent - content; this.CheckCellType(); // If this cell is still mixed, we change voxel's value in the cell content array if (this.CellType == MyVoxelCellType.MIXED) { this._cellContent.SetVoxelContent(content, ref voxelCoordInCell); } } else { throw new NotImplementedException(); } }