broken_seals/game/voxelman/world/TVVoxelChunk.gd

329 lines
10 KiB
GDScript

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
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().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):
# print(name + " " + str(phase))
if 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()
#
# var fqms : FastQuadraticMeshSimplifier = FastQuadraticMeshSimplifier.new()
# fqms.initialize(arr)
# fqms.simplify_mesh(0.5)
# fqms.enable_smart_link = true
# fqms.preserve_border_dges = true
# fqms.preserve_uv_seam_edges = true
# var arr2 = fqms.get_arrays()
#
## print("-----")
## print(arr[VisualServer.ARRAY_VERTEX].size())
## print(arr2[VisualServer.ARRAY_VERTEX].size())
#
## var imgeom : ImmediateGeometry = get_child(0) as ImmediateGeometry
## imgeom.begin(Mesh.PRIMITIVE_POINTS)
## var vs = arr2[VisualServer.ARRAY_VERTEX]
## for v in vs:
## imgeom.add_vertex(v)
## imgeom.end()
#
#
# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid(), VisualServer.PRIMITIVE_TRIANGLES, arr2)
#
# if library.material != null:
# VisualServer.mesh_surface_set_material(get_mesh_rid(), 0, library.material.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)
#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)