Brought back the old VoxelChunk prop spawning implementation. I only made it compile error free for now.

This commit is contained in:
Relintai 2020-06-23 01:23:35 +02:00
parent 202b78d67d
commit b587a63f60

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@ -0,0 +1,177 @@
extends VoxelChunkDefault
#class_name TVVoxelChunk
var _prop_texture_packer : TexturePacker
var _textures : Array
var _prop_material : SpatialMaterial
var _entities_spawned : bool
func _create_meshers():
_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:
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:
for i in range(get_mesher_count()):
get_mesher(i).reset()
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
# VisualServer.instance_geometry_set_material_override(get_prop_mesh_instance_rid(), _prop_material.get_rid())
for i in range(get_mesher_count()):
get_mesher(i).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)
for j in range(get_mesher_count()):
prop.prop.add_meshes_into(get_mesher(j), _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)
for j in range(get_mesher_count()):
prop.prop.add_meshes_into(get_mesher(j), _prop_texture_packer, t, get_voxel_world())
for i in range(get_mesher_count()):
get_mesher(i).bake_colors(self)
# get_mesher(i).build_mesh(get_prop_mesh_rid())
get_mesher(i).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)
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 == VoxelChunk.BUILD_PHASE_PROP_MESH:
set_physics_process(true)
func _physics_process(delta):
if current_build_phase == VoxelChunk.BUILD_PHASE_PROP_MESH:
build_phase_prop_mesh()
set_physics_process(false)
next_phase()
#func visibility_changed() -> void:
# if get_prop_mesh_instance_rid() != RID():
# VisualServer.instance_set_visible(get_prop_mesh_instance_rid(), visible)
#
#
#func _notification(what: int) -> void:
# if what == NOTIFICATION_TRANSFORM_CHANGED:
# if get_prop_mesh_instance_rid() != RID():
# VisualServer.instance_set_transform(get_prop_mesh_instance_rid(), transform)
#
# if get_prop_body_rid() != RID():
# PhysicsServer.body_set_state(get_prop_body_rid(), PhysicsServer.BODY_STATE_TRANSFORM, transform)
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)