tool extends VoxelChunkDefault class_name TVVoxelChunk # Copyright Péter Magyar relintai@gmail.com # MIT License, might be merged into the Voxelman engine module # 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. var _prop_texture_packer : TexturePacker var _textures : Array var _prop_material : SpatialMaterial var _entities_spawned : bool func _create_meshers(): var mesher : TVVoxelMesher = TVVoxelMesher.new() 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()) _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) func _prop_added(prop): pass #func generate_random_ao() -> void: # var noise : OpenSimplexNoise = OpenSimplexNoise.new() # noise.seed = 123 # noise.octaves = 4 # noise.period = 30 # 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)