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)