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
mesher.channel_index_type = VoxelChunkDefault.DEFAULT_CHANNEL_TYPE
mesher.channel_index_isolevel = VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL
add_mesher(mesher)
var cmesher : VoxelMesherBlocky = VoxelMesherBlocky.new()
cmesher.texture_scale = 3
cmesher.base_light_value = 0.45
cmesher.ao_strength = 0.2
cmesher.lod_size = lod_size
cmesher.voxel_scale = voxel_scale
cmesher.build_flags = build_flags
if cmesher.build_flags & VoxelChunkDefault.BUILD_FLAG_USE_LIGHTING != 0:
cmesher.build_flags = cmesher.build_flags ^ VoxelChunkDefault.BUILD_FLAG_USE_LIGHTING
cmesher.always_add_colors = true
# cmesher.channel_index_type = VoxelChunkDefault.DEFAULT_CHANNEL_TYPE
cmesher.channel_index_type = VoxelChunkDefault.DEFAULT_CHANNEL_ALT_TYPE
add_mesher(cmesher)
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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 _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)
#