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 _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 has_meshes(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH): create_meshes(MESH_INDEX_PROP, lod_num + 1) # 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_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH_INSTANCE, 0), 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_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 0)) 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) 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) # # 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 elif phase == VoxelChunkDefault.BUILD_PHASE_PROP_MESH: # set_physics_process_internal(true) active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS 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) 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)