voxel example
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121
src/3d/VoxelGrid.h
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121
src/3d/VoxelGrid.h
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// VoxelGrid.h - Dense 3D voxel array with material palette
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// Part of McRogueFace 3D Extension - Milestones 9-10
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#pragma once
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#include "../Common.h"
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#include "Math3D.h"
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#include "MeshLayer.h" // For MeshVertex (needed for std::vector<MeshVertex>)
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#include <vector>
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#include <string>
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#include <stdexcept>
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namespace mcrf {
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// =============================================================================
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// VoxelMaterial - Properties for a voxel material type
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// =============================================================================
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struct VoxelMaterial {
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std::string name;
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sf::Color color; // Fallback solid color
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int spriteIndex = -1; // Texture atlas index (-1 = use color)
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bool transparent = false; // For FOV projection and face culling
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float pathCost = 1.0f; // Navigation cost multiplier (0 = impassable)
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VoxelMaterial() : name("unnamed"), color(sf::Color::White) {}
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VoxelMaterial(const std::string& n, sf::Color c, int sprite = -1,
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bool transp = false, float cost = 1.0f)
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: name(n), color(c), spriteIndex(sprite), transparent(transp), pathCost(cost) {}
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};
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// =============================================================================
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// VoxelGrid - Dense 3D array of material IDs
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// =============================================================================
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class VoxelGrid {
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private:
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int width_, height_, depth_;
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float cellSize_;
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std::vector<uint8_t> data_; // Material ID per cell (0 = air)
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std::vector<VoxelMaterial> materials_;
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// Transform
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vec3 offset_;
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float rotation_ = 0.0f; // Y-axis only, degrees
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// Mesh caching (Milestone 10)
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mutable bool meshDirty_ = true;
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mutable std::vector<MeshVertex> cachedVertices_;
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// Index calculation (row-major: X varies fastest, then Y, then Z)
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inline size_t index(int x, int y, int z) const {
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return static_cast<size_t>(z) * (width_ * height_) +
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static_cast<size_t>(y) * width_ +
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static_cast<size_t>(x);
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}
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public:
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// Constructor
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VoxelGrid(int w, int h, int d, float cellSize = 1.0f);
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// Dimensions (read-only)
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int width() const { return width_; }
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int height() const { return height_; }
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int depth() const { return depth_; }
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float cellSize() const { return cellSize_; }
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size_t totalVoxels() const { return static_cast<size_t>(width_) * height_ * depth_; }
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// Per-voxel access
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uint8_t get(int x, int y, int z) const;
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void set(int x, int y, int z, uint8_t material);
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bool isValid(int x, int y, int z) const;
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// Material palette
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// Returns 1-indexed material ID (0 = air, always implicit)
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uint8_t addMaterial(const VoxelMaterial& mat);
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uint8_t addMaterial(const std::string& name, sf::Color color,
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int spriteIndex = -1, bool transparent = false,
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float pathCost = 1.0f);
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const VoxelMaterial& getMaterial(uint8_t id) const;
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size_t materialCount() const { return materials_.size(); }
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// Bulk operations
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void fill(uint8_t material);
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void clear() { fill(0); }
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void fillBox(int x0, int y0, int z0, int x1, int y1, int z1, uint8_t material);
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// Transform
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void setOffset(const vec3& offset) { offset_ = offset; }
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void setOffset(float x, float y, float z) { offset_ = vec3(x, y, z); }
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vec3 getOffset() const { return offset_; }
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void setRotation(float degrees) { rotation_ = degrees; }
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float getRotation() const { return rotation_; }
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mat4 getModelMatrix() const;
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// Statistics
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size_t countNonAir() const;
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size_t countMaterial(uint8_t material) const;
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// Mesh caching (Milestone 10)
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/// Mark mesh as needing rebuild (called automatically by set/fill operations)
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void markDirty() { meshDirty_ = true; }
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/// Check if mesh needs rebuild
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bool isMeshDirty() const { return meshDirty_; }
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/// Get vertices for rendering (rebuilds mesh if dirty)
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const std::vector<MeshVertex>& getVertices() const;
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/// Force immediate mesh rebuild
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void rebuildMesh() const;
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/// Get vertex count after mesh generation
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size_t vertexCount() const { return cachedVertices_.size(); }
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// Memory info (for debugging)
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size_t memoryUsageBytes() const {
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return data_.size() + materials_.size() * sizeof(VoxelMaterial);
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}
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};
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} // namespace mcrf
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