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Tools.cpp
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Tools.cpp
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#include "Tools.h"
#include "RayWalk.h"
#include "GLModelWidget.h"
////////////////////////////////////////
void SplatToolState::execute()
{
p_undoManager->beginMacro("Splat");
std::vector<Imath::V3i> voxels = voxelsAffected();
for (size_t i = 0; i < voxels.size(); i++)
{
p_undoManager->setVoxelColor(p_gvg, voxels[i], m_color, m_index);
}
p_undoManager->endMacro();
decrementClicks();
}
std::vector<Imath::V3i> SplatToolState::voxelsAffected()
{
std::vector<Imath::V3i> voxels;
// Intersect and check
std::vector<Imath::V3i> intersects = rayIntersection(m_ray);
if (intersects.size() == 0)
return voxels;
for (size_t i = 0; i < intersects.size(); i++)
{
if (p_gvg->get(intersects[i]).a != 0.0f)
{
// Hit a voxel at the close edge of the grid? Abort.
if (i == 0)
break;
// Hit a voxel in the middle? Return previous voxel.
voxels.push_back(intersects[i-1]);
break;
}
// Didn't hit anything? Just return the last voxel.
if (i == intersects.size()-1)
{
voxels.push_back(intersects[i]);
break;
}
}
return voxels;
}
////////////////////////////////////////
void FloodToolState::execute()
{
std::vector<Imath::V3i> voxels = voxelsAffected();
if (voxels.size() == 0) return;
const Imath::V3i& hit = voxels[0];
// Get the color we're replacing.
const Imath::Color4f repColor = p_gvg->get(hit);
// Die early if there's nothing to do
if (repColor == m_color)
return;
// Recurse
p_undoManager->beginMacro("Flood Fill");
p_undoManager->setVoxelColor(p_gvg, hit, m_color, m_index);
setNeighborsRecurse(hit, repColor, m_color, m_index);
p_undoManager->endMacro();
decrementClicks();
}
void FloodToolState::setNeighborsRecurse(const Imath::V3i& alreadySet,
const Imath::Color4f& repColor,
const Imath::Color4f& newColor,
int newIndex)
{
// Directions
Imath::V3i doUs[6];
doUs[0] = Imath::V3i(alreadySet.x+1, alreadySet.y, alreadySet.z);
doUs[3] = Imath::V3i(alreadySet.x-1, alreadySet.y, alreadySet.z);
doUs[1] = Imath::V3i(alreadySet.x, alreadySet.y+1, alreadySet.z);
doUs[4] = Imath::V3i(alreadySet.x, alreadySet.y-1, alreadySet.z);
doUs[2] = Imath::V3i(alreadySet.x, alreadySet.y, alreadySet.z+1);
doUs[5] = Imath::V3i(alreadySet.x, alreadySet.y, alreadySet.z-1);
for (int i = 0; i < 6; i++)
{
// Bounds protection
if (!p_gvg->bounds().intersects(doUs[i])) continue;
// Recurse
if (p_gvg->get(doUs[i]) == repColor)
{
p_undoManager->setVoxelColor(p_gvg, doUs[i], newColor, newIndex);
setNeighborsRecurse(doUs[i], repColor, newColor, newIndex);
}
}
}
std::vector<Imath::V3i> FloodToolState::voxelsAffected()
{
// TODO: It may make the most sense to recurse in here, but it could be slow
std::vector<Imath::V3i> voxels;
// Intersect and check
std::vector<Imath::V3i> intersects = rayIntersection(m_ray);
if (intersects.size() == 0)
return voxels;
// Get the first voxel hit
for (size_t i = 0; i < intersects.size(); i++)
{
if (p_gvg->get(intersects[i]).a != 0.0f)
{
voxels.push_back(intersects[i]);
break;
}
}
return voxels;
}
////////////////////////////////////////
void EraserToolState::execute()
{
p_undoManager->beginMacro("Eraser");
std::vector<Imath::V3i> voxels = voxelsAffected();
for (size_t i = 0; i < voxels.size(); i++)
{
p_undoManager->setVoxelColor(p_gvg, voxels[i],
Imath::Color4f(0.0f, 0.0f, 0.0f, 0.0f), 0);
}
p_undoManager->endMacro();
decrementClicks();
}
std::vector<Imath::V3i> EraserToolState::voxelsAffected()
{
std::vector<Imath::V3i> voxels;
// Intersect and check
std::vector<Imath::V3i> intersects = rayIntersection(m_ray);
if (intersects.size() == 0)
return voxels;
// Get the first voxel hit
for (size_t i = 0; i < intersects.size(); i++)
{
if (p_gvg->get(intersects[i]).a != 0.0f)
{
voxels.push_back(intersects[i]);
break;
}
}
return voxels;
}
////////////////////////////////////////
void ReplaceToolState::execute()
{
p_undoManager->beginMacro("Replace");
std::vector<Imath::V3i> voxels = voxelsAffected();
for (size_t i = 0; i < voxels.size(); i++)
{
// Don't replace if you're already identical
if (p_gvg->get(voxels[i]) != m_color)
p_undoManager->setVoxelColor(p_gvg, voxels[i], m_color, m_index);
}
p_undoManager->endMacro();
decrementClicks();
}
std::vector<Imath::V3i> ReplaceToolState::voxelsAffected()
{
std::vector<Imath::V3i> voxels;
// Intersect and check
std::vector<Imath::V3i> intersects = rayIntersection(m_ray);
if (intersects.size() == 0)
return voxels;
// Get the first voxel hit
for (size_t i = 0; i < intersects.size(); i++)
{
if (p_gvg->get(intersects[i]).a != 0.0f)
{
voxels.push_back(intersects[i]);
break;
}
}
return voxels;
}
////////////////////////////////////////
void RayToolState::execute()
{
std::vector<Imath::V3i> voxels = voxelsAffected();
p_undoManager->beginMacro("Ray Blast");
for (size_t i = 0; i < voxels.size(); i++)
{
p_undoManager->setVoxelColor(p_gvg, voxels[i], m_color, m_index);
}
p_undoManager->endMacro();
decrementClicks();
}
std::vector<Imath::V3i> RayToolState::voxelsAffected()
{
return rayIntersection(m_ray);
}
////////////////////////////////////////
void SlabToolState::execute()
{
std::vector<Imath::V3i> voxels = voxelsAffected();
switch (m_workingAxis)
{
case X_AXIS: p_undoManager->beginMacro("Fill X Slice"); break;
case Y_AXIS: p_undoManager->beginMacro("Fill Y Slice"); break;
case Z_AXIS: p_undoManager->beginMacro("Fill Z Slice"); break;
}
for (size_t i = 0; i < voxels.size(); i++)
{
p_undoManager->setVoxelColor(p_gvg, voxels[i], m_color, m_index);
}
p_undoManager->endMacro();
decrementClicks();
}
std::vector<Imath::V3i> SlabToolState::voxelsAffected()
{
std::vector<Imath::V3i> voxels;
// TODO: Should this do an intersection at all, or maybe just fill in the
// row based on the first hit?
std::vector<Imath::V3i> intersects = rayIntersection(m_ray);
if (intersects.size() == 0)
return voxels;
// Get the position to fill from
Imath::V3i fillPos=intersects[0];
for (size_t i = 0; i < intersects.size(); i++)
{
if (p_gvg->get(intersects[i]).a != 0.0f)
{
// Hit a voxel at the near edge of the grid? Start there.
if (i == 0)
{
fillPos = intersects[0];
break;
}
else
{
// Hit a voxel in the middle?
fillPos = intersects[i-1];
break;
}
}
}
// Fill out the slab
Imath::Box3i dim=p_gvg->bounds();
switch (m_workingAxis)
{
case X_AXIS:
for (int y=dim.min.y; y <= dim.max.y; y++)
{
for (int z=dim.min.z; z <= dim.max.z; z++)
{
voxels.push_back(Imath::V3i(fillPos.x, y, z));
}
}
break;
case Y_AXIS:
for (int x=dim.min.x; x <= dim.max.x; x++)
{
for (int z=dim.min.z; z <= dim.max.z; z++)
{
voxels.push_back(Imath::V3i(x, fillPos.y, z));
}
}
break;
case Z_AXIS:
for (int x=dim.min.x; x <= dim.max.x; x++)
{
for (int y=dim.min.y; y <= dim.max.y; y++)
{
voxels.push_back(Imath::V3i(x, y, fillPos.z));
}
}
break;
}
return voxels;
}
////////////////////////////////////////
void LineToolState::execute()
{
std::vector<Imath::V3i> voxels = voxelsAffected();
// First click sets the start point
if (m_clicksRemain == 2)
{
if (voxels.size())
{
m_startPoint = voxels[0];
decrementClicks();
}
}
// Second click fills in the line
else if (m_clicksRemain == 1)
{
p_undoManager->beginMacro("Line");
for (size_t i = 0; i < voxels.size(); i++)
{
p_undoManager->setVoxelColor(p_gvg, voxels[i], m_color, m_index);
}
p_undoManager->endMacro();
decrementClicks();
}
}
std::vector<Imath::V3i> LineToolState::voxelsAffected()
{
std::vector<Imath::V3i> voxels;
// Intersect and check
std::vector<Imath::V3i> intersects = rayIntersection(m_ray);
if (intersects.size() == 0)
return voxels;
Imath::V3i intersect;
for (size_t i = 0; i < intersects.size(); i++)
{
if (p_gvg->get(intersects[i]).a != 0.0f)
{
// Hit a voxel at the close edge of the grid? Abort.
if (i == 0)
return voxels;
// Hit a voxel in the middle? Return previous voxel.
intersect = intersects[i-1];
break;
}
// Didn't hit anything? Just return the last voxel.
if (i == intersects.size()-1)
{
intersect = intersects[i];
break;
}
}
if (m_clicksRemain == 2)
{
voxels.push_back(intersect);
}
else if (m_clicksRemain == 1)
{
Imath::Line3d ray;
ray.pos = p_gvg->voxelTransform(m_startPoint).translation();
ray.dir = (p_gvg->voxelTransform(intersect).translation() - ray.pos).normalized();
if (ray.pos == intersect)
{
// An infinitely small ray is bad
voxels.push_back(intersect);
}
else
{
// Trim off the end, making it a ray segment instead of an entire ray
std::vector<Imath::V3i> initialInts = rayIntersection(ray);
for (size_t i = 0; i < initialInts.size(); i++)
{
voxels.push_back(initialInts[i]);
if (initialInts[i] == intersect)
break;
}
}
}
return voxels;
}
////////////////////////////////////////
void BoxToolState::execute()
{
std::vector<Imath::V3i> voxels = voxelsAffected();
// First click sets the start point
if (m_clicksRemain == 2)
{
if (voxels.size())
{
m_startPoint = voxels[0];
decrementClicks();
}
}
// Second click fills in the box
else if (m_clicksRemain == 1)
{
p_undoManager->beginMacro("Box");
for (size_t i = 0; i < voxels.size(); i++)
{
p_undoManager->setVoxelColor(p_gvg, voxels[i], m_color, m_index);
}
p_undoManager->endMacro();
decrementClicks();
}
}
std::vector<Imath::V3i> BoxToolState::voxelsAffected()
{
std::vector<Imath::V3i> voxels;
// Intersect and check
std::vector<Imath::V3i> intersects = rayIntersection(m_ray);
if (intersects.size() == 0)
return voxels;
Imath::V3i intersect;
for (size_t i = 0; i < intersects.size(); i++)
{
if (p_gvg->get(intersects[i]).a != 0.0f)
{
// Hit a voxel at the close edge of the grid? Abort.
if (i == 0)
return voxels;
// Hit a voxel in the middle? Return previous voxel.
intersect = intersects[i-1];
break;
}
// Didn't hit anything? Just return the last voxel.
if (i == intersects.size()-1)
{
intersect = intersects[i];
break;
}
}
if (m_clicksRemain == 2)
{
voxels.push_back(intersect);
}
else if (m_clicksRemain == 1)
{
Imath::Box3i box(m_startPoint);
box.extendBy(intersect);
for (int z=box.min.z; z<=box.max.z; ++z)
for (int y=box.min.y; y<=box.max.y; ++y)
for (int x=box.min.x; x<=box.max.x; ++x)
voxels.push_back(Imath::V3i(x, y, z));
}
return voxels;
}
////////////////////////////////////////
void ExtrudeToolState::execute()
{
doExtrude(false);
}
void ExtrudeToolState::executeErase()
{
doExtrude(true);
}
void ExtrudeToolState::doExtrude(bool is_erase)
{
std::vector<Imath::V3i> voxels = voxelsAffected();
p_undoManager->beginMacro(is_erase?"Extrude erase":"Extrude");
if (is_erase)
{
for (size_t i=0; i<voxels.size(); i++)
{
Imath::V3i sp=voxels[i]-m_dir;
p_undoManager->setVoxelColor(p_gvg, sp, SproxelColor(0, 0, 0, 0), 0);
}
}
else
{
for (size_t i=0; i<voxels.size(); i++)
{
Imath::V3i sp=voxels[i]-m_dir;
SproxelColor color=p_gvg->get(sp);
int index=p_gvg->getInd(sp);
p_undoManager->setVoxelColor(p_gvg, voxels[i], color, index);
}
}
p_undoManager->endMacro();
decrementClicks();
}
void ExtrudeToolState::fillExtrudeMap(GameVoxelGrid<char> &map, const Imath::V3i &mapOfs,
const Imath::V3i &pos, int axis)
{
Imath::V3i mp=pos+mapOfs;
if (mp.x<0 || mp.y<0 || mp.z<0) return;
const Imath::V3i &size=map.cellDimensions();
if (mp.x>=size.x || mp.y>=size.y || mp.z>=size.z) return;
if (map.get(mp)!=0) return; // already marked
if (p_gvg->get(pos).a!=0 || p_gvg->get(pos-m_dir).a==0)
{
// out of extruded area, mark and stop
map.set(mp, 2);
return;
}
int paxis=1, saxis=2;
if (axis==1) paxis=0;
else if (axis==2) saxis=0;
// mark area
map.set(mp, 1);
//== TODO: use linear fill instead, for less recursion depth
Imath::V3i newPos=pos;
newPos[paxis]--;
fillExtrudeMap(map, mapOfs, newPos, axis);
newPos[paxis]+=2;
fillExtrudeMap(map, mapOfs, newPos, axis);
newPos[paxis]--;
newPos[saxis]--;
fillExtrudeMap(map, mapOfs, newPos, axis);
newPos[saxis]+=2;
fillExtrudeMap(map, mapOfs, newPos, axis);
}
std::vector<Imath::V3i> ExtrudeToolState::voxelsAffected()
{
std::vector<Imath::V3i> voxels;
std::vector<Imath::V3i> intersects = rayIntersection(m_ray);
if (intersects.size() == 0) return voxels;
// Get the position to fill from
Imath::V3i fillPos=intersects[0];
for (size_t i = 0; i < intersects.size(); i++)
{
if (p_gvg->get(intersects[i]).a != 0.0f)
{
if (i==0) return voxels; // can't extrude beyond bounds
fillPos=intersects[i-1];
m_dir=fillPos-intersects[i];
break;
}
}
// determine axis
int axis=0;
if (m_dir.y!=0) axis=1;
else if (m_dir.z!=0) axis=2;
// allocate map
Imath::Box3i bounds=p_gvg->bounds();
Imath::V3i mapSize=bounds.size()+Imath::V3i(1);
mapSize[axis]=1;
Imath::V3i mapOfs=-bounds.min;
mapOfs[axis]=-fillPos[axis];
GameVoxelGrid<char> map(mapSize);
map.setAll(0);
fillExtrudeMap(map, mapOfs, fillPos, axis);
// get voxels from map
for (int z=0; z<mapSize.z; ++z)
for (int y=0; y<mapSize.y; ++y)
for (int x=0; x<mapSize.x; ++x)
{
if (map.get(Imath::V3i(x, y, z))!=1) continue;
voxels.push_back(Imath::V3i(x, y, z)-mapOfs);
}
return voxels;
}
////////////////////////////////////////
void DropperToolState::execute()
{
decrementClicks();
}
std::vector<Imath::V3i> DropperToolState::voxelsAffected()
{
std::vector<Imath::V3i> voxels;
// Intersect and check
std::vector<Imath::V3i> intersects = rayIntersection(m_ray);
if (intersects.size() == 0)
return voxels;
// Get the first voxel hit
for (size_t i = 0; i < intersects.size(); i++)
{
if (p_gvg->get(intersects[i]).a != 0.0f)
{
voxels.push_back(intersects[i]);
break;
}
}
return voxels;
}