Files
voxelforge/core/src/Brush.cpp
T
2026-09-06 21:07:42 +02:00

298 lines
11 KiB
C++

#include "vf/Brush.h"
#include <algorithm>
#include <cmath>
namespace vf {
namespace {
const Vec3i faceOffsets[6] = {
{1, 0, 0}, {-1, 0, 0}, {0, 1, 0}, {0, -1, 0}, {0, 0, 1}, {0, 0, -1},
};
// Position hash used by the gradient brush. Pure function of the seed and the
// block coordinate, so the same stroke on the same seed always paints the same
// pattern - no clock, no global generator state.
uint32_t brushHash(uint32_t seed, const Vec3i& cell) {
uint32_t h = seed * 2654435761u;
h ^= static_cast<uint32_t>(cell.x) * 73856093u;
h ^= static_cast<uint32_t>(cell.y) * 19349663u;
h ^= static_cast<uint32_t>(cell.z) * 83492791u;
h ^= h >> 13;
h *= 1274126177u;
h ^= h >> 16;
return h;
}
bool listed(const std::vector<Block>& blocks, Block block) {
return std::find(blocks.begin(), blocks.end(), block) != blocks.end();
}
Selection innerVolume(const BrushParams& params) {
int innerRadius = params.radius - params.shellThickness;
if (innerRadius < 0) return Selection{};
if (params.kind == BrushKind::Cylinder) {
int innerHeight = params.height - 2 * params.shellThickness;
if (innerHeight < 1) return Selection{};
Vec3i base{params.center.x, params.center.y + params.shellThickness, params.center.z};
return Selection::cylinder(base, innerRadius, innerHeight);
}
return Selection::sphere(params.center, innerRadius);
}
} // namespace
BrushStroke::BrushStroke(World& world, EditHistory& history) : world(world), history(history) {}
const char* BrushStroke::kindName(BrushKind kind) {
switch (kind) {
case BrushKind::Sphere: return "sphere";
case BrushKind::Cylinder: return "cylinder";
case BrushKind::Replace: return "replace";
case BrushKind::Smooth: return "smooth";
case BrushKind::Erode: return "erode";
case BrushKind::Overlay: return "overlay";
case BrushKind::Naturalize: return "naturalize";
case BrushKind::Gradient: return "gradient";
}
return "brush";
}
Selection BrushStroke::regionOf(const BrushParams& params) {
if (params.kind == BrushKind::Cylinder)
return Selection::cylinder(params.center, params.radius, params.height);
return Selection::sphere(params.center, params.radius);
}
BrushResult BrushStroke::apply(const BrushParams& params, uint64_t tick) {
return applyWithin(params, regionOf(params), tick);
}
BrushResult BrushStroke::applyWithin(const BrushParams& params, const Selection& limit,
uint64_t tick) {
BrushResult outcome;
std::string label = params.label.empty() ? std::string(kindName(params.kind)) : params.label;
history.beginBatch(label, tick);
switch (params.kind) {
case BrushKind::Sphere:
case BrushKind::Cylinder:
paintVolume(params, limit, outcome);
break;
case BrushKind::Replace:
paintReplace(params, limit, outcome);
break;
case BrushKind::Smooth:
paintSmooth(params, limit, outcome);
break;
case BrushKind::Erode:
paintNeighbourRule(params, limit, true, outcome);
break;
case BrushKind::Overlay:
paintNeighbourRule(params, limit, false, outcome);
break;
case BrushKind::Naturalize:
paintNaturalize(params, limit, outcome);
break;
case BrushKind::Gradient:
paintGradient(params, limit, outcome);
break;
}
outcome.recorded = history.endBatch();
previous = outcome;
return outcome;
}
void BrushStroke::write(const BrushParams& params, const Vec3i& cell, Block block,
BrushResult& outcome) {
++outcome.visited;
if (cell.y < params.worldMinY || cell.y >= params.worldMaxY) {
outcome.clippedAtHeightLimit = true;
return;
}
Vec3i chunkCoord{floorDiv(cell.x, chunkSize), floorDiv(cell.y, chunkSize),
floorDiv(cell.z, chunkSize)};
if (world.chunkAt(chunkCoord) == nullptr) outcome.outsideLoadedWorld = true;
if (history.recordSet(world, cell, block)) ++outcome.changed;
}
void BrushStroke::paintVolume(const BrushParams& params, const Selection& limit,
BrushResult& outcome) {
Selection shape = regionOf(params);
if (params.mode == BrushParams::VolumeMode::Shell)
shape = shape.differenceWith(innerVolume(params));
Selection painted = shape.intersectWith(limit);
Block value = params.mode == BrushParams::VolumeMode::Hollow ? Block::Air : params.block;
painted.forEach([&](const Vec3i& cell) { write(params, cell, value, outcome); });
}
void BrushStroke::paintReplace(const BrushParams& params, const Selection& limit,
BrushResult& outcome) {
limit.forEach([&](const Vec3i& cell) {
Block existing = world.blockAt(cell.x, cell.y, cell.z);
if (params.onlyReplace.empty()) {
if (isAir(existing)) return;
} else if (!listed(params.onlyReplace, existing)) {
return;
}
write(params, cell, params.block, outcome);
});
}
void BrushStroke::paintSmooth(const BrushParams& params, const Selection& limit,
BrushResult& outcome) {
if (limit.empty()) return;
Vec3i lo = limit.min();
Vec3i hi = limit.max();
std::size_t spanX = static_cast<std::size_t>(hi.x - lo.x + 1);
std::size_t spanZ = static_cast<std::size_t>(hi.z - lo.z + 1);
std::size_t columns = spanX * spanZ;
std::vector<uint8_t> present(columns, 0u);
std::vector<int> columnLow(columns, 0);
std::vector<int> columnHigh(columns, 0);
limit.forEach([&](const Vec3i& cell) {
std::size_t column = static_cast<std::size_t>(cell.z - lo.z) * spanX +
static_cast<std::size_t>(cell.x - lo.x);
if (present[column] == 0u) {
present[column] = 1u;
columnLow[column] = cell.y;
columnHigh[column] = cell.y;
return;
}
columnLow[column] = std::min(columnLow[column], cell.y);
columnHigh[column] = std::max(columnHigh[column], cell.y);
});
std::vector<int> surface(columns, 0);
for (std::size_t column = 0; column < columns; ++column) {
if (present[column] == 0u) continue;
int x = lo.x + static_cast<int>(column % spanX);
int z = lo.z + static_cast<int>(column / spanX);
int top = columnLow[column] - 1;
for (int y = columnHigh[column]; y >= columnLow[column]; --y) {
if (!isAir(world.blockAt(x, y, z))) {
top = y;
break;
}
}
surface[column] = top;
}
// Averaged over the disc of radius `radius`, from the heights sampled above
// so a column smoothed earlier in the pass cannot drag its neighbours.
std::vector<int> target(columns, 0);
int reach = std::max(params.radius, 1);
for (std::size_t column = 0; column < columns; ++column) {
if (present[column] == 0u) continue;
int cx = static_cast<int>(column % spanX);
int cz = static_cast<int>(column / spanX);
long long sum = 0;
int samples = 0;
for (int dz = -reach; dz <= reach; ++dz)
for (int dx = -reach; dx <= reach; ++dx) {
if (dx * dx + dz * dz > reach * reach) continue;
int nx = cx + dx;
int nz = cz + dz;
if (nx < 0 || nz < 0 || nx >= static_cast<int>(spanX) ||
nz >= static_cast<int>(spanZ))
continue;
std::size_t neighbour =
static_cast<std::size_t>(nz) * spanX + static_cast<std::size_t>(nx);
if (present[neighbour] == 0u) continue;
sum += surface[neighbour];
++samples;
}
target[column] = samples == 0
? surface[column]
: static_cast<int>(std::lround(static_cast<double>(sum) / samples));
}
for (std::size_t column = 0; column < columns; ++column) {
if (present[column] == 0u) continue;
int x = lo.x + static_cast<int>(column % spanX);
int z = lo.z + static_cast<int>(column / spanX);
int current = surface[column];
int goal = std::min(std::max(target[column], columnLow[column] - 1), columnHigh[column]);
if (goal == current) continue;
if (goal < current) {
for (int y = current; y > goal; --y) {
Vec3i cell{x, y, z};
if (limit.contains(cell)) write(params, cell, Block::Air, outcome);
}
continue;
}
Block fill = current >= columnLow[column] ? world.blockAt(x, current, z) : params.block;
for (int y = current + 1; y <= goal; ++y) {
Vec3i cell{x, y, z};
if (limit.contains(cell)) write(params, cell, fill, outcome);
}
}
}
void BrushStroke::paintNeighbourRule(const BrushParams& params, const Selection& limit, bool erode,
BrushResult& outcome) {
std::vector<Vec3i> targets;
limit.forEach([&](const Vec3i& cell) {
Block existing = world.blockAt(cell.x, cell.y, cell.z);
if (erode == isAir(existing)) return;
int matching = 0;
for (const Vec3i& offset : faceOffsets) {
Vec3i neighbour = cell + offset;
bool neighbourIsAir = isAir(world.blockAt(neighbour.x, neighbour.y, neighbour.z));
if (neighbourIsAir == erode) ++matching;
}
if (matching >= params.freeNeighbourThreshold) targets.push_back(cell);
});
Block value = erode ? Block::Air : params.block;
for (const Vec3i& cell : targets) write(params, cell, value, outcome);
}
void BrushStroke::paintNaturalize(const BrushParams& params, const Selection& limit,
BrushResult& outcome) {
if (limit.empty()) return;
Vec3i lo = limit.min();
Vec3i hi = limit.max();
for (int z = lo.z; z <= hi.z; ++z)
for (int x = lo.x; x <= hi.x; ++x) {
int depth = -1;
for (int y = hi.y; y >= lo.y; --y) {
Block existing = world.blockAt(x, y, z);
if (isAir(existing)) {
depth = -1;
continue;
}
++depth;
Vec3i cell{x, y, z};
if (!limit.contains(cell)) continue;
Block want = params.deepBlock;
if (depth == 0) {
want = params.surfaceBlock;
} else if (depth <= params.soilDepth) {
want = params.soilBlock;
}
write(params, cell, want, outcome);
}
}
}
void BrushStroke::paintGradient(const BrushParams& params, const Selection& limit,
BrushResult& outcome) {
double reach = params.radius + 0.5;
limit.forEach([&](const Vec3i& cell) {
double dx = cell.x - params.center.x;
double dy = cell.y - params.center.y;
double dz = cell.z - params.center.z;
double distance = std::sqrt(dx * dx + dy * dy + dz * dz);
double mix = std::min(distance / reach, 1.0);
double sample = brushHash(params.seed, cell) / 4294967296.0;
write(params, cell, sample < mix ? params.secondaryBlock : params.block, outcome);
});
}
} // namespace vf