godot/scene/3d/voxelizer.cpp

/**************************************************************************/
/*  voxelizer.cpp                                                         */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "voxelizer.h"

#include "core/config/project_settings.h"

static _FORCE_INLINE_ void get_uv_and_normal(const Vector3 &p_pos, const Vector3 *p_vtx, const Vector2 *p_uv, const Vector3 *p_normal, Vector2 &r_uv, Vector3 &r_normal) {}

void Voxelizer::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector3 *p_normal, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb) {}

Vector<Color> Voxelizer::_get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add) {}

Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material) {}

void Voxelizer::plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material) {}

void Voxelizer::_sort() {}

void Voxelizer::_fixup_plot(int p_idx, int p_level) {}

void Voxelizer::begin_bake(int p_subdiv, const AABB &p_bounds, float p_exposure_normalization) {}

void Voxelizer::end_bake() {}

//create the data for rendering server

int Voxelizer::get_voxel_gi_octree_depth() const {}

Vector3i Voxelizer::get_voxel_gi_octree_size() const {}

int Voxelizer::get_voxel_gi_cell_count() const {}

Vector<uint8_t> Voxelizer::get_voxel_gi_octree_cells() const {}

Vector<uint8_t> Voxelizer::get_voxel_gi_data_cells() const {}

Vector<int> Voxelizer::get_voxel_gi_level_cell_count() const {}

// euclidean distance computation based on:
// https://prideout.net/blog/distance_fields/

#define square
#define INF

/* dt of 1d function using squared distance */
static void edt(float *f, int stride, int n) {}

#undef square

Vector<uint8_t> Voxelizer::get_sdf_3d_image() const {}

#undef INF

void Voxelizer::_debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx) {}

Ref<MultiMesh> Voxelizer::create_debug_multimesh() {}

Transform3D Voxelizer::get_to_cell_space_xform() const {}

Voxelizer::Voxelizer() {}