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 const GENERATE_LOD = true const LOD_NUM = 3 var current_lod_level : int = 0 setget set_current_lod_level, get_current_lod_level var _lod_meshes : Array var _lod_mesh_instances : Array 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 ] #func _enter_tree(): # create_debug_immediate_geometry() 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 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() 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(), library.get_prop_material(0).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 i in range(get_mesher_count()): prop.prop.add_meshes_into(get_mesher(i), _prop_texture_packer, t, self) 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) 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 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: 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) else: ._build_phase(phase) 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 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) func _build_phase_physics_process(phase): if current_build_phase == VoxelChunkDefault.BUILD_PHASE_LIGHTS: 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) #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)