broken_seals/game/voxelman/world/TVVoxelChunk.gd

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GDScript3
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tool
extends VoxelChunkMarchingCubes
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class_name TVVoxelChunk
# Copyright Péter Magyar relintai@gmail.com
# MIT License, might be merged into the Voxelman engine module
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# Copyright (c) 2019-2020 Péter Magyar
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
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var _prop_texture_packer : TexturePacker
var _textures : Array
var _prop_material : SpatialMaterial
var _entities_spawned : bool
var _prop_mesh_instance_rid : RID
var _prop_mesh_rid : RID
#func _init():
# add_mesh_data_resource(get_transform().scaled(Vector3(10, 10, 10)), ResourceLoader.load("res://modules/species/Human/Female/character_models/huf_calf_left.gltf"))
# add_mesh_data_resource(get_transform().translated(Vector3(0, 4, 0)), ResourceLoader.load("res://modules/species/Human/Female/character_models/huf_calf_left.gltf"))
func _create_meshers():
prop_mesher = TVVoxelMesher.new()
prop_mesher.base_light_value = 0.45
prop_mesher.ao_strength = 0.2
prop_mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
prop_mesher.lod_size = lod_size
prop_mesher.voxel_scale = voxel_scale
prop_mesher.build_flags = build_flags
prop_mesher.texture_scale = 3
var mesher : TVVoxelMesher = TVVoxelMesher.new()
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mesher.base_light_value = 0.45
mesher.ao_strength = 0.2
mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
mesher.lod_size = lod_size
mesher.voxel_scale = voxel_scale
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mesher.build_flags = build_flags
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mesher.texture_scale = 3
add_mesher(mesher)
#add_mesher(VoxelMesherCubic.new())
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_prop_texture_packer = TexturePacker.new()
_prop_texture_packer.max_atlas_size = 1024
_prop_texture_packer.margin = 1
_prop_texture_packer.background_color = Color(0, 0, 0, 1)
_prop_texture_packer.texture_flags = Texture.FLAG_MIPMAPS
#func _build_phase(phase):
# if phase == VoxelChunkDefault.BUILD_PHASE_SETUP:
# ._build_phase(phase)
#
# elif phase == VoxelChunkDefault.BUILD_PHASE_LIGHTS:
# clear_baked_lights()
# generate_random_ao(123)
# bake_lights()
#
# next_phase()
#set_physics_process_internal(true)
# active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
# return
# elif phase == VoxelChunkDefault.BUILD_PHASE_TERRARIN_MESH:
# for i in range(get_mesher_count()):
# var mesher : VoxelMesher = get_mesher(i)
# mesher.bake_colors(self)
#
# for i in range(get_mesher_count()):
# var mesher : VoxelMesher = get_mesher(i)
# mesher.set_library(library)
#
# var mesh_rid : RID = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0)
#
# if mesh_rid == RID():
# create_meshes(MESH_INDEX_TERRARIN, lod_num + 1)
# mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0)
#
# var mesher : VoxelMesher = null
# for i in range(get_mesher_count()):
# var m : VoxelMesher = get_mesher(i)
#
# if mesher == null:
# mesher = m
# continue
#
# mesher.set_material(library.material)
# mesher.add_mesher(m)
#
# if (mesh_rid != RID()):
# VisualServer.mesh_clear(mesh_rid)
#
# if mesher.get_vertex_count() == 0:
# next_phase()
# return true
#
# if (mesh_rid == RID()):
# create_meshes(MESH_INDEX_TERRARIN, lod_num + 1)
# mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0)
#
# var arr : Array = mesher.build_mesh()
#
# VisualServer.mesh_add_surface_from_arrays(mesh_rid, VisualServer.PRIMITIVE_TRIANGLES, arr)
#
# if library.get_material(0) != null:
# VisualServer.mesh_surface_set_material(mesh_rid, 0, library.get_material(0).get_rid())
#
## VisualServer.instance_set_visible(get_mesh_instance_rid(), false)
#
# if generate_lod and lod_num >= 1:
# #for lod 1 just remove uv2
#
# arr[VisualServer.ARRAY_TEX_UV2] = null
#
# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 1), VisualServer.PRIMITIVE_TRIANGLES, arr)
#
# if library.get_material(1) != null:
# VisualServer.mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 1), 0, library.get_material(1).get_rid())
#
# if lod_num >= 2:
# arr = merge_mesh_array(arr)
#
# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 2), VisualServer.PRIMITIVE_TRIANGLES, arr)
#
# if library.get_material(2) != null:
# VisualServer.mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 2), 0, library.get_material(2).get_rid())
#
# if lod_num >= 3:
# var mat : ShaderMaterial = library.get_material(0) as ShaderMaterial
# var tex : Texture = mat.get_shader_param("texture_albedo")
#
# arr = bake_mesh_array_uv(arr, tex)
# arr[VisualServer.ARRAY_TEX_UV] = null
#
# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 3), VisualServer.PRIMITIVE_TRIANGLES, arr)
#
# if library.get_material(3) != null:
# VisualServer.mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 3), 0, library.get_material(3).get_rid())
## if lod_num > 4:
## var fqms : FastQuadraticMeshSimplifier = FastQuadraticMeshSimplifier.new()
## fqms.initialize(merged)
##
## var arr_merged_simplified : Array = merged
#
## for i in range(2, _lod_meshes.size()):
## fqms.simplify_mesh(arr_merged_simplified[0].size() * 0.8, 7)
## arr_merged_simplified = fqms.get_arrays()
#
## if arr_merged_simplified[0].size() == 0:
## break
#
## VisualServer.mesh_add_surface_from_arrays(_lod_meshes[i], VisualServer.PRIMITIVE_TRIANGLES, arr_merged_simplified)
#
## if library.get_material(i) != null:
## VisualServer.mesh_surface_set_material(_lod_meshes[i], 0, library.get_material(i).get_rid())
#
# next_phase();
#
# return
# else:
# ._build_phase(phase)
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func spawn_prop_entities(parent_transform : Transform, prop : PropData):
for i in range(prop.get_prop_count()):
var p : PropDataEntry = prop.get_prop(i)
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if p is PropDataEntity:
var pentity : PropDataEntity = p as PropDataEntity
if pentity.entity_data_id != 0:
ESS.spawn_mob(pentity.entity_data_id, pentity.level, parent_transform.origin)
if p is PropDataProp and p.prop != null:
var vmanpp : PropDataProp = p as PropDataProp
spawn_prop_entities(get_prop_mesh_transform(parent_transform * p.transform, vmanpp.snap_to_mesh, vmanpp.snap_axis), p.prop)
func build_phase_prop_mesh() -> void:
if get_prop_count() == 0:
# next_phase()
return
if _prop_mesh_rid == RID():
allocate_prop_mesh()
if _prop_material == null:
_prop_material = SpatialMaterial.new()
_prop_material.flags_vertex_lighting = true
_prop_material.vertex_color_use_as_albedo = true
_prop_material.params_specular_mode = SpatialMaterial.SPECULAR_DISABLED
_prop_material.metallic = 0
VisualServer.instance_geometry_set_material_override(_prop_mesh_instance_rid, _prop_material.get_rid())
get_prop_mesher().material = _prop_material
for i in range(get_prop_count()):
var prop : VoxelChunkPropData = get_prop(i)
if prop.mesh != null and prop.mesh_texture != null:
var at : AtlasTexture = _prop_texture_packer.add_texture(prop.mesh_texture)
_textures.append(at)
if prop.prop != null:
prop.prop.add_textures_into(_prop_texture_packer)
if _prop_texture_packer.get_texture_count() > 0:
_prop_texture_packer.merge()
_prop_material.albedo_texture = _prop_texture_packer.get_generated_texture(0)
for i in range(get_prop_count()):
var prop : VoxelChunkPropData = get_prop(i)
if prop.mesh != null:
var t : Transform = get_prop_transform(prop, prop.snap_to_mesh, prop.snap_axis)
prop.prop.add_meshes_into(get_prop_mesher(), _prop_texture_packer, t, get_voxel_world())
if prop.prop != null:
var vmanpp : PropData = prop.prop as PropData
var t : Transform = get_prop_transform(prop, vmanpp.snap_to_mesh, vmanpp.snap_axis)
prop.prop.add_meshes_into(get_prop_mesher(), _prop_texture_packer, t, get_voxel_world())
get_prop_mesher().bake_colors(self)
get_prop_mesher().build_mesh_into(_prop_mesh_rid)
get_prop_mesher().material = null
if not _entities_spawned:
for i in range(get_prop_count()):
var prop : VoxelChunkPropData = get_prop(i)
if prop.prop != null:
spawn_prop_entities(get_prop_transform(prop, false, Vector3(0, -1, 0)), prop.prop)
# next_phase()
func get_prop_transform(prop : VoxelChunkPropData, snap_to_mesh: bool, snap_axis: Vector3) -> Transform:
var pos : Vector3 = Vector3(prop.x * voxel_scale, prop.y * voxel_scale, prop.z * voxel_scale)
var t : Transform = Transform(Basis(prop.rotation).scaled(prop.scale), pos)
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if snap_to_mesh:
var global_pos : Vector3 = get_voxel_world().to_global(t.origin)
var world_snap_axis : Vector3 = get_voxel_world().to_global(t.xform(snap_axis))
var world_snap_dir : Vector3 = (world_snap_axis - global_pos) * 100
var space_state : PhysicsDirectSpaceState = get_voxel_world().get_world().direct_space_state
var result : Dictionary = space_state.intersect_ray(global_pos - world_snap_dir, global_pos + world_snap_dir, [], 1)
if result.size() > 0:
t.origin = get_voxel_world().to_local(result["position"])
return t
func get_prop_mesh_transform(base_transform : Transform, snap_to_mesh: bool, snap_axis: Vector3) -> Transform:
if snap_to_mesh:
var pos : Vector3 = get_voxel_world().to_global(base_transform.origin)
var world_snap_axis : Vector3 = get_voxel_world().to_global(base_transform.xform(snap_axis))
var world_snap_dir : Vector3 = (world_snap_axis - pos) * 100
var space_state : PhysicsDirectSpaceState = get_voxel_world().get_world().direct_space_state
var result : Dictionary = space_state.intersect_ray(pos - world_snap_dir, pos + world_snap_dir, [], 1)
if result.size() > 0:
base_transform.origin = get_voxel_world().to_local(result["position"])
return base_transform
#func _build_phase(phase):
# if phase == VoxelChunkDefault.BUILD_PHASE_COLLIDER:
# active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
# return
# elif phase == VoxelChunkDefault.BUILD_PHASE_PROP_MESH:
# next_phase()
# return
#
# ._build_phase(phase)
#func _build_phase_physics_process(phase):
# if phase == VoxelChunkDefault.BUILD_PHASE_PROP_SETUP:
## add_prop(ResourceLoader.load("res://prop_tool/ToolTes2at.tres"))
# build_phase_prop_mesh()
# active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_NORMAL
# next_phase()
# return
#
# ._build_phase_physics_process(phase)
#
func build_phase_lights() -> void:
var vl : VoxelLight = VoxelLight.new()
for i in range(get_prop_count()):
var prop : VoxelChunkPropData = get_prop(i)
if prop.light == null and prop.prop == null:
continue
var t : Transform = get_prop_transform(prop, prop.snap_to_mesh, prop.snap_axis)
if prop.light != null:
var pl : PropDataLight = prop.light
vl.set_world_position(prop.x + position_x * size_x, prop.y + position_y * size_y, prop.z + position_z * size_z)
vl.color = pl.light_color
vl.size = pl.light_size
bake_light(vl)
if prop.prop != null:
prop.prop.add_prop_lights_into(self, t, true)
func allocate_prop_mesh():
pass