CelticCraft/Plugins/VoxelFree/Source/Voxel/Public/VoxelTools/Impl/VoxelSphereToolsImpl.h

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2023-07-03 16:17:13 +00:00
// Copyright 2020 Phyronnaz
#pragma once
#include "CoreMinimal.h"
#include "VoxelUtilities/VoxelLambdaUtilities.h"
#include "VoxelTools/Impl/VoxelToolsBaseImpl.h"
class VOXEL_API FVoxelSphereToolsImpl : public FVoxelToolsBaseImpl
{
public:
static FVoxelIntBox GetBounds(const FVoxelVector& Position, float Radius);
public:
template<bool bAdd, typename TData>
static void SphereEdit(
TData& Data,
const FVoxelVector& Position,
float Radius);
template<typename TData, typename T>
static void SetMaterialSphereImpl(
TData& Data,
const FVoxelVector& Position,
float Radius,
const FVoxelPaintMaterial& PaintMaterial,
T GetStrength = FVoxelLambdaUtilities::ConstantStrength);
public:
template<typename T, typename TInterpolator, typename TGetInterpolator>
static void ApplyKernelSphereImpl_GetData(
FVoxelData& Data,
const FVoxelIntBox& Bounds,
TInterpolator* RESTRICT & SrcBuffer,
bool bForceSingleThread,
TGetInterpolator GetInterpolator);
template<typename TInterpolator>
static TInterpolator ApplyKernelSphereImpl_GetNeighborsValue(
TInterpolator* RESTRICT Buffer,
float FirstDegreeNeighborMultiplier,
float SecondDegreeNeighborMultiplier,
float ThirdDegreeNeighborMultiplier,
const FIntVector& Size,
int32 X, int32 Y, int32 Z);
template<typename TInterpolator, typename TGetStrength>
static void ApplyKernelSphereImpl_Iterate(
TInterpolator* RESTRICT & SrcBuffer,
TInterpolator* RESTRICT & DstBuffer,
bool bForceSingleThread,
const FVoxelVector& LocalPosition,
const FIntVector& Size,
float SquaredRadius,
float CenterMultiplier,
float FirstDegreeNeighborMultiplier,
float SecondDegreeNeighborMultiplier,
float ThirdDegreeNeighborMultiplier,
int32 NumIterations,
TGetStrength GetStrength);
template<typename T, typename TInterpolator, typename TData, typename TGetInterpolator, typename TSetInterpolator, typename TGetStrength>
static void ApplyKernelSphereImpl(
TData& Data,
TGetInterpolator GetInterpolator,
TSetInterpolator SetInterpolator,
const FVoxelVector& Position,
float Radius,
float CenterMultiplier,
float FirstDegreeNeighborMultiplier,
float SecondDegreeNeighborMultiplier,
float ThirdDegreeNeighborMultiplier,
int32 NumIterations,
TGetStrength GetStrength);
template<int32 NumChannels, typename TData, typename T>
static void ApplyMaterialKernelSphereImpl(
TData& Data,
const FVoxelVector& Position,
float Radius,
float CenterMultiplier,
float FirstDegreeNeighborMultiplier,
float SecondDegreeNeighborMultiplier,
float ThirdDegreeNeighborMultiplier,
int32 NumIterations,
uint32 Mask,
T GetStrength);
public:
/**
* Set the density in a sphere
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Radius The radius @VoxelDistance @GetBounds
* @param Value The density to set @VoxelValue
* @ExportSetValue
*/
template<typename TData>
static void SetValueSphere(
TData& Data,
const FVoxelVector& Position,
float Radius,
FVoxelValue Value);
/**
* Remove a sphere
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Radius The radius @VoxelDistance @GetBounds
* @ExportSetValue
*/
template<typename TData>
static void RemoveSphere(
TData& Data,
const FVoxelVector& Position,
float Radius)
{
SphereEdit<false>(Data, Position, Radius);
}
/**
* Add a sphere
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Radius The radius @VoxelDistance @GetBounds
* @ExportSetValue
*/
template<typename TData>
static void AddSphere(
TData& Data,
const FVoxelVector& Position,
float Radius)
{
SphereEdit<true>(Data, Position, Radius);
}
/**
* Paint material in a sphere shape
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Radius The radius @VoxelDistance @GetBounds
* @param PaintMaterial The material to paint
* @param Strength The strength of the painting (preferably between 0 and 1)
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @ExportSetMaterial
*/
template<typename TData>
static void SetMaterialSphere(
TData& Data,
const FVoxelVector& Position,
float Radius,
const FVoxelPaintMaterial& PaintMaterial,
float Strength = 1.f,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f);
/**
* Apply a 3x3x3 kernel
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Radius The radius @VoxelDistance @GetBounds
* @param CenterMultiplier Multiplier of the center value
* @param FirstDegreeNeighborMultiplier Multiplier of the immediate neighbors, which share 2 coordinates with the center
* @param SecondDegreeNeighborMultiplier Multiplier of the near corners neighbors, which share 1 coordinates with the center
* @param ThirdDegreeNeighborMultiplier Multiplier of the far corners neighbors, which share 0 coordinates with the center
* @param NumIterations The number of times the kernel is going to be applied. Increase to make the effect faster, but more expensive.
* @param GetStrength Use this to apply a falloff. @UseDefault @Internal
* @ExportSetValue
*/
template<typename TData, typename T>
static void ApplyKernelSphere(
TData& Data,
const FVoxelVector& Position,
float Radius,
float CenterMultiplier = 0.037f,
float FirstDegreeNeighborMultiplier = 0.037f,
float SecondDegreeNeighborMultiplier = 0.037f,
float ThirdDegreeNeighborMultiplier = 0.037f,
int32 NumIterations = 1,
T GetStrength = FVoxelLambdaUtilities::ConstantStrength);
/**
* Apply a 3x3x3 kernel to the materials
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Radius The radius @VoxelDistance @GetBounds
* @param CenterMultiplier Multiplier of the center value
* @param FirstDegreeNeighborMultiplier Multiplier of the immediate neighbors, which share 2 coordinates with the center
* @param SecondDegreeNeighborMultiplier Multiplier of the near corners neighbors, which share 1 coordinates with the center
* @param ThirdDegreeNeighborMultiplier Multiplier of the far corners neighbors, which share 0 coordinates with the center
* @param NumIterations The number of times the kernel is going to be applied. Increase to make the effect faster, but more expensive.
* @param Mask The material channels to affect @BitMask=EVoxelMaterialMask_BP @UFunctionDefault=4095
* @param GetStrength Use this to apply a falloff. @UseDefault @Internal
* @ExportSetMaterial
*/
template<typename TData, typename T>
static void ApplyMaterialKernelSphere(
TData& Data,
const FVoxelVector& Position,
float Radius,
float CenterMultiplier = 0.037f,
float FirstDegreeNeighborMultiplier = 0.037f,
float SecondDegreeNeighborMultiplier = 0.037f,
float ThirdDegreeNeighborMultiplier = 0.037f,
int32 NumIterations = 1,
uint32 Mask = EVoxelMaterialMask::All,
T GetStrength = FVoxelLambdaUtilities::ConstantStrength);
/**
* Smooth a sphere
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Radius The radius @VoxelDistance @GetBounds
* @param Strength The strength of the smoothing (preferably between 0 and 1)
* @param NumIterations The number of times the smooth is going to be applied. Increase to make smoothing faster, but more expensive.
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @ExportSetValue
*/
template<typename TData>
static void SmoothSphere(
TData& Data,
const FVoxelVector& Position,
float Radius,
float Strength,
int32 NumIterations = 1,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f);
/**
* Smooth materials in a sphere
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Radius The radius @VoxelDistance @GetBounds
* @param Strength The strength of the smoothing (preferably between 0 and 1)
* @param NumIterations The number of times the smooth is going to be applied. Increase to make smoothing faster, but more expensive.
* @param Mask The material channels to affect @BitMask=EVoxelMaterialMask_BP @UFunctionDefault=4095
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @ExportSetMaterial
*/
template<typename TData>
static void SmoothMaterialSphere(
TData& Data,
const FVoxelVector& Position,
float Radius,
float Strength,
int32 NumIterations = 1,
uint32 Mask = EVoxelMaterialMask::All,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f);
/**
* Trim tool: used to quickly flatten large portions of the world
* Best results are obtained when Position and Normal are averages: use FindProjectionVoxels to do some linetraces, and then GetAveragePosition/Normal on the result
* This ensures the tool usage is relatively smooth.
*
* Works by stamping a shape into the world (if bAdditive = false, the stamp is destructive: voxels are removed instead)
* The shape is the smooth union of a sphere SDF and a plane SDF. The smoothness of the union is controlled by the Falloff parameter.
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Normal The normal
* @param Radius The radius @VoxelDistance @GetBounds
* @param Falloff The falloff, between 0 and 1
* @param bAdditive Whether to add or remove voxels
* @ImplNote Radius + Falloff must be locked
* @ExportSetValue
*/
template<typename TData>
static void TrimSphere(
TData& Data,
const FVoxelVector& Position,
const FVector& Normal,
float Radius,
float Falloff,
bool bAdditive);
/**
* Reverts the voxels inside a sphere shape to a previous frame in the undo history.
* Can be used to "paint" the undo history
* NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Radius The radius @VoxelDistance @GetBounds
* @param HistoryPosition The history position to go back to. You can use GetHistoryPosition to get it.
* @param bRevertValues Whether to revert values
* @param bRevertMaterials Whether to revert materials
* @ExportSetValue
*/
template<typename TData>
static void RevertSphere(
TData& Data,
const FVoxelVector& Position,
float Radius,
int32 HistoryPosition,
bool bRevertValues,
bool bRevertMaterials);
/**
* Reverts the voxels inside a sphere shape to their generator value
* NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
* @param Position The position of the center @VoxelPosition @GetBounds
* @param Radius The radius @VoxelDistance @GetBounds
* @param bRevertValues Whether to revert values
* @param bRevertMaterials Whether to revert materials
* @ExportSetValue
*/
template<typename TData>
static void RevertSphereToGenerator(
TData& Data,
const FVoxelVector& Position,
float Radius,
bool bRevertValues,
bool bRevertMaterials);
};