extends VoxelChunk class_name TVVoxelChunk # Copyright Péter Magyar relintai@gmail.com # MIT License, might be merged into the Voxelman engine module # Copyright (c) 2019 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 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 _ready(): connect("visibility_changed", self, "visibility_changed") set_notify_transform(true) func _create_mesher(): mesher = TVVoxelMesher.new() mesher.base_light_value = 0.45 mesher.ao_strength = 0.2 # var m : float = 1.0 / 16.0 mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034) _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 _process_props(): pass 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: mesher.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()) mesher.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) prop.prop.add_meshes_into(mesher, _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) prop.prop.add_meshes_into(mesher, _prop_texture_packer, t, self) mesher.bake_colors(self) mesher.build_mesh(get_prop_mesh_rid()) mesher.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) 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 = 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 == VoxelChunk.BUILD_PHASE_LIGHTS: clear_baked_lights() generate_random_ao() # var vl : VoxelLight = VoxelLight.new() bake_lights() set_physics_process_internal(true) elif phase == VoxelChunk.BUILD_PHASE_PROP_MESH: set_physics_process_internal(true) elif phase == VoxelChunk.BUILD_PHASE_FINALIZE: ._build_phase(phase) notification(NOTIFICATION_TRANSFORM_CHANGED) 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 = 6 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, VoxelChunk.DEFAULT_CHANNEL_RANDOM_AO) func _physics_process(delta): if current_build_phase == VoxelChunk.BUILD_PHASE_LIGHTS: build_phase_lights() set_physics_process_internal(false) elif current_build_phase == VoxelChunk.BUILD_PHASE_PROP_MESH: build_phase_prop_mesh() set_physics_process_internal(false) func visibility_changed() -> void: if get_mesh_instance_rid() != RID(): VisualServer.instance_set_visible(get_mesh_instance_rid(), visible) 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_mesh_instance_rid() != RID(): VisualServer.instance_set_transform(get_mesh_instance_rid(), transform) if get_prop_mesh_instance_rid() != RID(): VisualServer.instance_set_transform(get_prop_mesh_instance_rid(), transform) if get_body_rid() != RID(): PhysicsServer.body_set_state(get_body_rid(), PhysicsServer.BODY_STATE_TRANSFORM, transform) if get_prop_body_rid() != RID(): PhysicsServer.body_set_state(get_prop_body_rid(), PhysicsServer.BODY_STATE_TRANSFORM, transform) #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)