mirror of
https://github.com/Relintai/broken_seals.git
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386 lines
12 KiB
GDScript
386 lines
12 KiB
GDScript
tool
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extends VoxelChunkDefault
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class_name TVVoxelChunk
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, might be merged into the Voxelman engine module
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# Copyright (c) 2019-2020 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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var _prop_texture_packer : TexturePacker
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var _textures : Array
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var _prop_material : SpatialMaterial
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var _entities_spawned : bool
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const GENERATE_LOD = false
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const LOD_NUM = 4
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var current_lod_level : int = 0 setget set_current_lod_level, get_current_lod_level
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var _lod_meshes : Array
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var _lod_mesh_instances : Array
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var lod_data : Array = [
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1, #CHUNK_INDEX_UP
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1, #CHUNK_INDEX_DOWN
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1, #CHUNK_INDEX_LEFT
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1, #CHUNK_INDEX_RIGHT
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1, #CHUNK_INDEX_FRONT
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1 #CHUNK_INDEX_BACK
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]
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#func _enter_tree():
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# create_debug_immediate_geometry()
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func _create_meshers():
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var mesher : TVVoxelMesher = TVVoxelMesher.new()
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mesher.base_light_value = 0.45
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mesher.ao_strength = 0.2
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mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
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mesher.lod_size = lod_size
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mesher.voxel_scale = voxel_scale
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add_mesher(mesher)
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#add_mesher(VoxelMesherCubic.new())
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_prop_texture_packer = TexturePacker.new()
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_prop_texture_packer.max_atlas_size = 1024
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_prop_texture_packer.margin = 1
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_prop_texture_packer.background_color = Color(0, 0, 0, 1)
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_prop_texture_packer.texture_flags = Texture.FLAG_MIPMAPS
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func spawn_prop_entities(parent_transform : Transform, prop : PropData):
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for i in range(prop.get_prop_count()):
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var p : PropDataEntry = prop.get_prop(i)
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if p is PropDataEntity:
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var pentity : PropDataEntity = p as PropDataEntity
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if pentity.entity_data_id != 0:
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Entities.spawn_mob(pentity.entity_data_id, pentity.level, parent_transform.origin)
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if p is PropDataProp and p.prop != null:
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var vmanpp : PropDataProp = p as PropDataProp
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spawn_prop_entities(get_prop_mesh_transform(parent_transform * p.transform, vmanpp.snap_to_mesh, vmanpp.snap_axis), p.prop)
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func build_phase_prop_mesh() -> void:
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for i in range(get_mesher_count()):
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get_mesher(i).reset()
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if get_prop_count() == 0:
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next_phase()
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return
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if get_prop_mesh_rid() == RID():
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allocate_prop_mesh()
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# if _prop_material == null:
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# _prop_material = SpatialMaterial.new()
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# _prop_material.flags_vertex_lighting = true
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# _prop_material.vertex_color_use_as_albedo = true
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# _prop_material.params_specular_mode = SpatialMaterial.SPECULAR_DISABLED
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# _prop_material.metallic = 0
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VisualServer.instance_geometry_set_material_override(get_prop_mesh_instance_rid(), library.get_prop_material(0).get_rid())
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for i in range(get_mesher_count()):
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get_mesher(i).material = _prop_material
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for i in range(get_prop_count()):
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var prop : VoxelChunkPropData = get_prop(i)
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if prop.mesh != null and prop.mesh_texture != null:
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var at : AtlasTexture = _prop_texture_packer.add_texture(prop.mesh_texture)
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_textures.append(at)
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if prop.prop != null:
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prop.prop.add_textures_into(_prop_texture_packer)
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if _prop_texture_packer.get_texture_count() > 0:
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_prop_texture_packer.merge()
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_prop_material.albedo_texture = _prop_texture_packer.get_generated_texture(0)
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for i in range(get_prop_count()):
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var prop : VoxelChunkPropData = get_prop(i)
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if prop.mesh != null:
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var t : Transform = get_prop_transform(prop, prop.snap_to_mesh, prop.snap_axis)
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for i in range(get_mesher_count()):
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prop.prop.add_meshes_into(get_mesher(i), _prop_texture_packer, t, self)
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if prop.prop != null:
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var vmanpp : PropData = prop.prop as PropData
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var t : Transform = get_prop_transform(prop, vmanpp.snap_to_mesh, vmanpp.snap_axis)
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for i in range(get_mesher_count()):
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prop.prop.add_meshes_into(get_mesher(i), _prop_texture_packer, t, self)
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for i in range(get_mesher_count()):
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get_mesher(i).bake_colors(self)
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get_mesher(i).build_mesh_into(get_prop_mesh_rid())
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get_mesher(i).material = null
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if not _entities_spawned:
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for i in range(get_prop_count()):
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var prop : VoxelChunkPropData = get_prop(i)
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if prop.prop != null:
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spawn_prop_entities(get_prop_transform(prop, false, Vector3(0, -1, 0)), prop.prop)
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next_phase()
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func build_phase_lights() -> void:
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var vl : VoxelLight = VoxelLight.new()
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for i in range(get_prop_count()):
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var prop : VoxelChunkPropData = get_prop(i)
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if prop.light == null and prop.prop == null:
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continue
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var t : Transform = get_prop_transform(prop, prop.snap_to_mesh, prop.snap_axis)
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if prop.light != null:
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var pl : PropDataLight = prop.light
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vl.set_world_position(prop.x + position_x * size_x, prop.y + position_y * size_y, prop.z + position_z * size_z)
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vl.color = pl.light_color
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vl.size = pl.light_size
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bake_light(vl)
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if prop.prop != null:
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prop.prop.add_prop_lights_into(self, t, true)
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func get_prop_transform(prop : VoxelChunkPropData, snap_to_mesh: bool, snap_axis: Vector3) -> Transform:
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var pos : Vector3 = Vector3(prop.x * voxel_scale, prop.y * voxel_scale, prop.z * voxel_scale)
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var t : Transform = Transform(Basis(prop.rotation).scaled(prop.scale), pos)
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if snap_to_mesh:
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var global_pos : Vector3 = to_global(t.origin)
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var world_snap_axis : Vector3 = to_global(t.xform(snap_axis))
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var world_snap_dir : Vector3 = (world_snap_axis - global_pos) * 100
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var space_state : PhysicsDirectSpaceState = get_world().direct_space_state
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var result : Dictionary = space_state.intersect_ray(global_pos - world_snap_dir, global_pos + world_snap_dir, [], 1)
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if result.size() > 0:
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t.origin = to_local(result["position"])
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return t
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func get_prop_mesh_transform(base_transform : Transform, snap_to_mesh: bool, snap_axis: Vector3) -> Transform:
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if snap_to_mesh:
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var pos : Vector3 = to_global(base_transform.origin)
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var world_snap_axis : Vector3 = to_global(base_transform.xform(snap_axis))
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var world_snap_dir : Vector3 = (world_snap_axis - pos) * 100
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var space_state : PhysicsDirectSpaceState = get_world().direct_space_state
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var result : Dictionary = space_state.intersect_ray(pos - world_snap_dir, pos + world_snap_dir, [], 1)
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if result.size() > 0:
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base_transform.origin = to_local(result["position"])
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return base_transform
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func _build_phase(phase):
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if phase == VoxelChunkDefault.BUILD_PHASE_SETUP:
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if GENERATE_LOD and _lod_mesh_instances.size() == 0:
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for i in range(LOD_NUM):
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var inst : RID = VisualServer.instance_create()
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if get_world() != null:
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VisualServer.instance_set_scenario(inst, get_world().scenario)
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var mesh : RID = VisualServer.mesh_create()
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VisualServer.instance_set_base(inst, mesh)
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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)))
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VisualServer.instance_set_visible(inst, false)
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_lod_mesh_instances.append(inst)
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_lod_meshes.append(mesh)
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._build_phase(phase)
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elif phase == VoxelChunkDefault.BUILD_PHASE_LIGHTS:
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clear_baked_lights()
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generate_random_ao()
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bake_lights()
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#set_physics_process_internal(true)
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active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
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return
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elif phase == VoxelChunkDefault.BUILD_PHASE_TERRARIN_MESH:
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for i in range(get_mesher_count()):
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var mesher : VoxelMesher = get_mesher(i)
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mesher.bake_colors(self)
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for i in range(get_mesher_count()):
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var mesher : VoxelMesher = get_mesher(i)
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mesher.set_library(library)
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if get_mesh_rid() == RID():
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allocate_main_mesh()
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var mesher : VoxelMesher = null
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for i in range(get_mesher_count()):
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var m : VoxelMesher = get_mesher(i)
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if mesher == null:
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mesher = m
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continue
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mesher.set_material(library.material)
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mesher.add_mesher(m)
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if (get_mesh_rid() != RID()):
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VisualServer.mesh_clear(get_mesh_rid())
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if mesher.get_vertex_count() == 0:
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next_phase()
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return true
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if (get_mesh_rid() == RID()):
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allocate_main_mesh()
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var arr : Array = mesher.build_mesh()
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VisualServer.mesh_add_surface_from_arrays(get_mesh_rid(), VisualServer.PRIMITIVE_TRIANGLES, arr)
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if library.get_material(0) != null:
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VisualServer.mesh_surface_set_material(get_mesh_rid(), 0, library.get_material(0).get_rid())
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if GENERATE_LOD and LOD_NUM > 0:
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#for lod 1 just remove uv2
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var arr_lod1 : Array
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arr_lod1.resize(arr.size())
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for i in range(arr.size()):
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if i == VisualServer.ARRAY_TEX_UV2:
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continue
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arr_lod1[i] = arr[i]
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VisualServer.mesh_add_surface_from_arrays(_lod_meshes[0], VisualServer.PRIMITIVE_TRIANGLES, arr_lod1)
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if library.get_material(1) != null:
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VisualServer.mesh_surface_set_material(_lod_meshes[0], 0, library.get_material(1).get_rid())
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if LOD_NUM > 1:
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pass
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# var fqms : FastQuadraticMeshSimplifier = FastQuadraticMeshSimplifier.new()
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# fqms.initialize(arr)
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# fqms.simplify_mesh(600, 7)
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# var arr2 = fqms.get_arrays()
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next_phase();
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return
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elif phase == VoxelChunkDefault.BUILD_PHASE_PROP_MESH:
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# set_physics_process_internal(true)
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active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
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return
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elif phase == BUILD_PHASE_FINALIZE:
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update_lod_transforms()
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._build_phase(phase)
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set_current_lod_level(1)
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else:
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._build_phase(phase)
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func _prop_added(prop):
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pass
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func generate_random_ao() -> void:
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var noise : OpenSimplexNoise = OpenSimplexNoise.new()
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noise.seed = 123
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noise.octaves = 4
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noise.period = 30
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noise.persistence = 0.3
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for x in range(0, size_x + 1):
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for z in range(0, size_z + 1):
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for y in range(0, size_y + 1):
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var val : float = noise.get_noise_3d(x + (position_x * size_x), y + (position_y * size_y), z + (position_z * size_z))
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val *= 0.6
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if val > 1:
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val = 1
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if val < 0:
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val = -val
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set_voxel(int(val * 255.0), x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_RANDOM_AO)
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func _build_phase_physics_process(phase):
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if current_build_phase == VoxelChunkDefault.BUILD_PHASE_LIGHTS:
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build_phase_lights()
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# set_physics_process_internal(false)
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active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_NORMAL
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next_phase()
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elif current_build_phase == VoxelChunkDefault.BUILD_PHASE_PROP_MESH:
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build_phase_prop_mesh()
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# set_physics_process_internal(false)
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active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_NORMAL
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next_phase()
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else:
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._build_phase_physics_process(phase)
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#func _draw_debug_voxel_lights(debug_drawer):
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# for light in _lightsarr:
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# var pos_x = (light.get_world_position_x() - (size_x * position_x)) ;
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# var pos_y = (light.get_world_position_y() - (size_y * position_y)) ;
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# var pos_z = (light.get_world_position_z() - (size_z * position_z)) ;
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## print(Vector3(pos_x, pos_y, pos_z))
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# draw_cross_voxels_fill(Vector3(pos_x, pos_y, pos_z), 1)
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func update_lod_transforms():
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for m in _lod_mesh_instances:
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VisualServer.instance_set_transform(m, transform);
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func get_current_lod_level():
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return current_lod_level
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func set_current_lod_level(val):
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current_lod_level = val
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if not GENERATE_LOD:
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return
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VisualServer.instance_set_visible(get_mesh_instance_rid(), false)
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for m in _lod_mesh_instances:
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VisualServer.instance_set_visible(m, false)
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if val == 0:
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VisualServer.instance_set_visible(get_mesh_instance_rid(), true)
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else:
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VisualServer.instance_set_visible(_lod_mesh_instances[val - 1], true)
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