broken_seals/game/voxelman/world/TVVoxelChunk.gd

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GDScript3
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tool
extends VoxelChunkDefault
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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
const GENERATE_LOD = true
const LOD_NUM = 3
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var current_lod_level : int = 0 setget set_current_lod_level, get_current_lod_level
var _lod_meshes : Array
var _lod_mesh_instances : Array
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var lod_data : Array = [
1, #CHUNK_INDEX_UP
1, #CHUNK_INDEX_DOWN
1, #CHUNK_INDEX_LEFT
1, #CHUNK_INDEX_RIGHT
1, #CHUNK_INDEX_FRONT
1 #CHUNK_INDEX_BACK
]
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#func _enter_tree():
# create_debug_immediate_geometry()
func _create_meshers():
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
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 spawn_prop_entities(parent_transform : Transform, prop : PropData):
for i in range(prop.get_prop_count()):
var p : PropDataEntry = prop.get_prop(i)
if p is PropDataEntity:
var pentity : PropDataEntity = p as PropDataEntity
if pentity.entity_data_id != 0:
Entities.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:
for i in range(get_mesher_count()):
get_mesher(i).reset()
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if get_prop_count() == 0:
next_phase()
return
if get_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
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VisualServer.instance_geometry_set_material_override(get_prop_mesh_instance_rid(), library.get_prop_material(0).get_rid())
for i in range(get_mesher_count()):
get_mesher(i).material = _prop_material
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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)
for i in range(get_mesher_count()):
prop.prop.add_meshes_into(get_mesher(i), _prop_texture_packer, t, self)
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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)
for i in range(get_mesher_count()):
prop.prop.add_meshes_into(get_mesher(i), _prop_texture_packer, t, self)
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for i in range(get_mesher_count()):
get_mesher(i).bake_colors(self)
get_mesher(i).build_mesh_into(get_prop_mesh_rid())
get_mesher(i).material = null
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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 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 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)
if snap_to_mesh:
var global_pos : Vector3 = to_global(t.origin)
var world_snap_axis : Vector3 = to_global(t.xform(snap_axis))
var world_snap_dir : Vector3 = (world_snap_axis - global_pos) * 100
var space_state : PhysicsDirectSpaceState = 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 = 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 = to_global(base_transform.origin)
var world_snap_axis : Vector3 = to_global(base_transform.xform(snap_axis))
var world_snap_dir : Vector3 = (world_snap_axis - pos) * 100
var space_state : PhysicsDirectSpaceState = 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 = to_local(result["position"])
return base_transform
func _build_phase(phase):
if phase == VoxelChunkDefault.BUILD_PHASE_SETUP:
._build_phase(phase)
if GENERATE_LOD and _lod_mesh_instances.size() == 0:
for i in range(LOD_NUM):
var inst : RID = VisualServer.instance_create()
if get_world() != null:
VisualServer.instance_set_scenario(inst, get_world().scenario)
var mesh : RID = VisualServer.mesh_create()
VisualServer.instance_set_base(inst, mesh)
VisualServer.instance_set_transform(inst, Transform(Basis(), Vector3(position_x * size_x * voxel_scale, position_y * size_y * voxel_scale, position_z * size_z * voxel_scale)))
# VisualServer.instance_set_transform(inst, transform)
VisualServer.instance_set_visible(inst, false)
_lod_mesh_instances.append(inst)
_lod_meshes.append(mesh)
elif phase == VoxelChunkDefault.BUILD_PHASE_LIGHTS:
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clear_baked_lights()
generate_random_ao()
bake_lights()
#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)
if get_mesh_rid() == RID():
allocate_main_mesh()
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 (get_mesh_rid() != RID()):
VisualServer.mesh_clear(get_mesh_rid())
if mesher.get_vertex_count() == 0:
next_phase()
return true
if (get_mesh_rid() == RID()):
allocate_main_mesh()
var arr : Array = mesher.build_mesh()
VisualServer.mesh_add_surface_from_arrays(get_mesh_rid(), VisualServer.PRIMITIVE_TRIANGLES, arr)
if library.get_material(0) != null:
VisualServer.mesh_surface_set_material(get_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(_lod_meshes[0], VisualServer.PRIMITIVE_TRIANGLES, arr)
if library.get_material(1) != null:
VisualServer.mesh_surface_set_material(_lod_meshes[0], 0, library.get_material(1).get_rid())
if LOD_NUM >= 2:
arr = merge_mesh_array(arr)
VisualServer.mesh_add_surface_from_arrays(_lod_meshes[1], VisualServer.PRIMITIVE_TRIANGLES, arr)
if library.get_material(2) != null:
VisualServer.mesh_surface_set_material(_lod_meshes[1], 0, library.get_material(2).get_rid())
if LOD_NUM >= 3:
arr = bake_mesh_array_uv(arr)
arr[VisualServer.ARRAY_TEX_UV] = null
VisualServer.mesh_add_surface_from_arrays(_lod_meshes[2], VisualServer.PRIMITIVE_TRIANGLES, arr)
if library.get_material(3) != null:
VisualServer.mesh_surface_set_material(_lod_meshes[2], 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
elif phase == VoxelChunkDefault.BUILD_PHASE_PROP_MESH:
# set_physics_process_internal(true)
active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
return
elif phase == BUILD_PHASE_FINALIZE:
update_lod_transforms()
._build_phase(phase)
set_current_lod_level(current_lod_level)
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else:
._build_phase(phase)
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func merge_mesh_array(arr : Array) -> Array:
var verts : PoolVector3Array = arr[VisualServer.ARRAY_VERTEX]
var normals : PoolVector3Array = arr[VisualServer.ARRAY_NORMAL]
var uvs : PoolVector2Array = arr[VisualServer.ARRAY_TEX_UV]
var colors : PoolColorArray = arr[VisualServer.ARRAY_COLOR]
var indices : PoolIntArray = arr[VisualServer.ARRAY_INDEX]
var i : int = 0
while i < verts.size():
var v : Vector3 = verts[i]
var equals : Array
for j in range(i + 1, verts.size()):
var vc : Vector3 = verts[j]
if is_equal_approx(v.x, vc.x) and is_equal_approx(v.y, vc.y) and is_equal_approx(v.z, vc.z):
equals.push_back(j)
for k in range(equals.size()):
var rem : int = equals[k]
var remk : int = rem - k
verts.remove(remk)
normals.remove(remk)
uvs.remove(remk)
colors.remove(remk)
for j in range(indices.size()):
var indx : int = indices[j]
if indx == remk:
indices.set(j, i)
elif indx > remk:
indices.set(j, indx - 1)
i += 1
arr[VisualServer.ARRAY_VERTEX] = verts
arr[VisualServer.ARRAY_NORMAL] = normals
arr[VisualServer.ARRAY_TEX_UV] = uvs
arr[VisualServer.ARRAY_COLOR] = colors
arr[VisualServer.ARRAY_INDEX] = indices
return arr
func bake_mesh_array_uv(arr : Array) -> Array:
var mat : ShaderMaterial = library.get_material(0) as ShaderMaterial
var tex : Texture = mat.get_shader_param("texture_albedo")
if tex == null:
return arr
var img : Image = tex.get_data()
if img == null:
return arr
var imgsize : Vector2 = img.get_size()
var uvs : PoolVector2Array = arr[VisualServer.ARRAY_TEX_UV]
var colors : PoolColorArray = arr[VisualServer.ARRAY_COLOR]
img.lock()
for i in range(uvs.size()):
var uv : Vector2 = uvs[i]
uv *= imgsize
var c : Color = img.get_pixelv(uv)
colors[i] = colors[i] * c * 0.7
img.unlock()
arr[VisualServer.ARRAY_COLOR] = colors
return arr
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func _prop_added(prop):
pass
func generate_random_ao() -> void:
var noise : OpenSimplexNoise = OpenSimplexNoise.new()
noise.seed = 123
noise.octaves = 4
noise.period = 30
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noise.persistence = 0.3
for x in range(0, size_x + 1):
for z in range(0, size_z + 1):
for y in range(0, size_y + 1):
var val : float = noise.get_noise_3d(x + (position_x * size_x), y + (position_y * size_y), z + (position_z * size_z))
val *= 0.6
if val > 1:
val = 1
if val < 0:
val = -val
set_voxel(int(val * 255.0), x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_RANDOM_AO)
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func _build_phase_physics_process(phase):
if current_build_phase == VoxelChunkDefault.BUILD_PHASE_LIGHTS:
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build_phase_lights()
# set_physics_process_internal(false)
active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_NORMAL
next_phase()
elif current_build_phase == VoxelChunkDefault.BUILD_PHASE_PROP_MESH:
build_phase_prop_mesh()
# set_physics_process_internal(false)
active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_NORMAL
next_phase()
else:
._build_phase_physics_process(phase)
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#func _draw_debug_voxel_lights(debug_drawer):
# for light in _lightsarr:
# var pos_x = (light.get_world_position_x() - (size_x * position_x)) ;
# var pos_y = (light.get_world_position_y() - (size_y * position_y)) ;
# var pos_z = (light.get_world_position_z() - (size_z * position_z)) ;
## print(Vector3(pos_x, pos_y, pos_z))
# draw_cross_voxels_fill(Vector3(pos_x, pos_y, pos_z), 1)
func _notification(what):
if what == NOTIFICATION_EXIT_TREE:
for m in _lod_mesh_instances:
VisualServer.free_rid(m)
for m in _lod_meshes:
VisualServer.free_rid(m)
func _visibility_changed(visible):
if not GENERATE_LOD:
._visibility_changed(visible)
return
set_current_lod_level(current_lod_level)
func update_lod_transforms():
for m in _lod_mesh_instances:
VisualServer.instance_set_transform(m, transform);
func get_current_lod_level():
return current_lod_level
func set_current_lod_level(val):
current_lod_level = val
if not GENERATE_LOD:
return
if current_lod_level < 0:
current_lod_level = 0
if current_lod_level > LOD_NUM:
current_lod_level = LOD_NUM
VisualServer.instance_set_visible(get_mesh_instance_rid(), false)
for m in _lod_mesh_instances:
VisualServer.instance_set_visible(m, false)
if val == 0:
VisualServer.instance_set_visible(get_mesh_instance_rid(), true)
else:
if (_lod_mesh_instances.size() > val - 1):
VisualServer.instance_set_visible(_lod_mesh_instances[val - 1], true)