Esempio n. 1
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        /// <summary>
        /// Loops through each voxel data point that is contained in <paramref name="dataChunk"/> AND in <paramref name="worldSpaceQuery"/>, and performs <paramref name="function"/> on it
        /// </summary>
        /// <param name="worldSpaceQuery">The query that determines whether or not a voxel data point is contained.</param>
        /// <param name="chunkCoordinate">The coordinate of <paramref name="dataChunk"/></param>
        /// <param name="dataChunk">The voxel datas of the chunk</param>
        /// <param name="function">The function that will be performed on each voxel data point. The arguments are as follows: 1) The world space position of the voxel data point, 2) The chunk space position of the voxel data point, 3) The index of the voxel data point inside of <paramref name="dataChunk"/>, 4) The value of the voxel data</param>
        public void ForEachVoxelDataInQueryInChunk(BoundsInt worldSpaceQuery, int3 chunkCoordinate, VoxelDataVolume <T> dataChunk, Action <int3, int3, int, T> function)
        {
            int3 chunkBoundsSize       = VoxelWorld.WorldSettings.ChunkSize;
            int3 chunkWorldSpaceOrigin = chunkCoordinate * VoxelWorld.WorldSettings.ChunkSize;

            BoundsInt chunkWorldSpaceBounds = new BoundsInt(chunkWorldSpaceOrigin.ToVectorInt(), chunkBoundsSize.ToVectorInt());

            BoundsInt intersectionVolume    = IntersectionUtilities.GetIntersectionVolume(worldSpaceQuery, chunkWorldSpaceBounds);
            int3      intersectionVolumeMin = intersectionVolume.min.ToInt3();
            int3      intersectionVolumeMax = intersectionVolume.max.ToInt3();

            for (int voxelDataWorldPositionX = intersectionVolumeMin.x; voxelDataWorldPositionX <= intersectionVolumeMax.x; voxelDataWorldPositionX++)
            {
                for (int voxelDataWorldPositionY = intersectionVolumeMin.y; voxelDataWorldPositionY <= intersectionVolumeMax.y; voxelDataWorldPositionY++)
                {
                    for (int voxelDataWorldPositionZ = intersectionVolumeMin.z; voxelDataWorldPositionZ <= intersectionVolumeMax.z; voxelDataWorldPositionZ++)
                    {
                        int3 voxelDataWorldPosition = new int3(voxelDataWorldPositionX, voxelDataWorldPositionY, voxelDataWorldPositionZ);

                        int3 voxelDataLocalPosition = voxelDataWorldPosition - chunkWorldSpaceOrigin;
                        int  voxelDataIndex         = IndexUtilities.XyzToIndex(voxelDataLocalPosition, chunkBoundsSize.x + 1, chunkBoundsSize.y + 1);
                        if (dataChunk.TryGetVoxelData(voxelDataIndex, out T voxelData))
                        {
                            function(voxelDataWorldPosition, voxelDataLocalPosition, voxelDataIndex, voxelData);
                        }
                    }
                }
            }
        }
        /// <summary>
        /// Gets a cube-shaped volume of voxel data from <paramref name="voxelDataArray"/>. The size of the cube is 1 unit.
        /// </summary>
        /// <param name="voxelDataArray">The voxel data array to get the voxel data from</param>
        /// <param name="localPosition">The origin of the cube</param>
        /// <returns>A cube-shaped volume of voxel data. The size of the cube is 1 unit.</returns>
        public static VoxelCorners <T> GetVoxelDataUnitCube <T>(this VoxelDataVolume <T> voxelDataArray, int3 localPosition) where T : struct
        {
            VoxelCorners <T> voxelDataCorners = new VoxelCorners <T>();

            for (int i = 0; i < 8; i++)
            {
                int3 voxelCorner = localPosition + LookupTables.CubeCorners[i];
                if (voxelDataArray.TryGetVoxelData(voxelCorner, out T voxelData))
                {
                    voxelDataCorners[i] = voxelData;
                }
            }

            return(voxelDataCorners);
        }
        /// <summary>
        /// Gets a cube-shaped volume of voxel data from <paramref name="voxelDataVolume"/>. The size of the cube is 1 unit.
        /// </summary>
        /// <param name="voxelDataVolume">The voxel data volume to get the voxel data from</param>
        /// <param name="localPosition">The origin of the cube</param>
        /// <returns>A cube-shaped volume of voxel data. The size of the cube is 1 unit.</returns>
        public static VoxelCorners <float> GetVoxelDataUnitCube(this VoxelDataVolume voxelDataVolume, int3 localPosition)
        {
            VoxelCorners <float> voxelDataCorners = new VoxelCorners <float>();

            for (int i = 0; i < 8; i++)
            {
                int3 voxelCorner = localPosition + LookupTables.CubeCorners[i];
                if (voxelDataVolume.TryGetVoxelData(voxelCorner.x, voxelCorner.y, voxelCorner.z, out float voxelData))
                {
                    voxelDataCorners[i] = voxelData;
                }
            }

            return(voxelDataCorners);
        }