mirror of
https://github.com/Relintai/broken_seals.git
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332 lines
11 KiB
GDScript
332 lines
11 KiB
GDScript
tool
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extends VoxelChunkMarchingCubes
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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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var _prop_mesh_instance_rid : RID
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var _prop_mesh_rid : RID
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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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mesher.build_flags = build_flags
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mesher.texture_scale = 3
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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 _build_phase(phase):
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# if phase == VoxelChunkDefault.BUILD_PHASE_SETUP:
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# ._build_phase(phase)
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#
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# elif phase == VoxelChunkDefault.BUILD_PHASE_LIGHTS:
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# clear_baked_lights()
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# generate_random_ao(123)
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# bake_lights()
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#
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# next_phase()
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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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#
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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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#
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# var mesh_rid : RID = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0)
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#
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# if mesh_rid == RID():
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# create_meshes(MESH_INDEX_TERRARIN, lod_num + 1)
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# mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0)
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#
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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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#
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# if mesher == null:
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# mesher = m
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# continue
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#
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# mesher.set_material(library.material)
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# mesher.add_mesher(m)
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#
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# if (mesh_rid != RID()):
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# VisualServer.mesh_clear(mesh_rid)
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#
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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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#
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# if (mesh_rid == RID()):
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# create_meshes(MESH_INDEX_TERRARIN, lod_num + 1)
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# mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0)
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#
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# var arr : Array = mesher.build_mesh()
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#
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# VisualServer.mesh_add_surface_from_arrays(mesh_rid, VisualServer.PRIMITIVE_TRIANGLES, arr)
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#
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# if library.get_material(0) != null:
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# VisualServer.mesh_surface_set_material(mesh_rid, 0, library.get_material(0).get_rid())
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#
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## VisualServer.instance_set_visible(get_mesh_instance_rid(), false)
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#
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# if generate_lod and lod_num >= 1:
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# #for lod 1 just remove uv2
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#
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# arr[VisualServer.ARRAY_TEX_UV2] = null
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#
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# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 1), VisualServer.PRIMITIVE_TRIANGLES, arr)
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#
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# if library.get_material(1) != null:
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# VisualServer.mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 1), 0, library.get_material(1).get_rid())
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#
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# if lod_num >= 2:
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# arr = merge_mesh_array(arr)
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#
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# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 2), VisualServer.PRIMITIVE_TRIANGLES, arr)
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#
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# if library.get_material(2) != null:
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# VisualServer.mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 2), 0, library.get_material(2).get_rid())
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#
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# if lod_num >= 3:
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# var mat : ShaderMaterial = library.get_material(0) as ShaderMaterial
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# var tex : Texture = mat.get_shader_param("texture_albedo")
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#
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# arr = bake_mesh_array_uv(arr, tex)
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# arr[VisualServer.ARRAY_TEX_UV] = null
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#
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# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 3), VisualServer.PRIMITIVE_TRIANGLES, arr)
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#
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# if library.get_material(3) != null:
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# VisualServer.mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 3), 0, library.get_material(3).get_rid())
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## if lod_num > 4:
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## var fqms : FastQuadraticMeshSimplifier = FastQuadraticMeshSimplifier.new()
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## fqms.initialize(merged)
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##
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## var arr_merged_simplified : Array = merged
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#
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## for i in range(2, _lod_meshes.size()):
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## fqms.simplify_mesh(arr_merged_simplified[0].size() * 0.8, 7)
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## arr_merged_simplified = fqms.get_arrays()
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#
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## if arr_merged_simplified[0].size() == 0:
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## break
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#
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## VisualServer.mesh_add_surface_from_arrays(_lod_meshes[i], VisualServer.PRIMITIVE_TRIANGLES, arr_merged_simplified)
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#
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## if library.get_material(i) != null:
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## VisualServer.mesh_surface_set_material(_lod_meshes[i], 0, library.get_material(i).get_rid())
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#
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# next_phase();
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#
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# return
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# else:
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# ._build_phase(phase)
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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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ESS.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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if get_prop_count() == 0:
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# next_phase()
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return
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if _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(_prop_mesh_instance_rid, _prop_material.get_rid())
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for i in range(get_prop_mesher_count()):
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get_prop_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 j in range(get_prop_mesher_count()):
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prop.prop.add_meshes_into(get_prop_mesher(j), _prop_texture_packer, t, get_voxel_world())
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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 j in range(get_prop_mesher_count()):
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prop.prop.add_meshes_into(get_prop_mesher(j), _prop_texture_packer, t, get_voxel_world())
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for i in range(get_prop_mesher_count()):
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get_prop_mesher(i).bake_colors(self)
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get_prop_mesher(i).build_mesh_into(_prop_mesh_rid)
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get_prop_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 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 = get_voxel_world().to_global(t.origin)
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var world_snap_axis : Vector3 = get_voxel_world().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_voxel_world().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 = get_voxel_world().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 = get_voxel_world().to_global(base_transform.origin)
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var world_snap_axis : Vector3 = get_voxel_world().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_voxel_world().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 = get_voxel_world().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_PROP_SETUP:
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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_PROP_MESH:
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next_phase()
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return
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._build_phase(phase)
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func _build_phase_physics_process(phase):
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if phase == VoxelChunkDefault.BUILD_PHASE_PROP_SETUP:
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# add_prop(ResourceLoader.load("res://prop_tool/ToolTes2at.tres"))
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build_phase_prop_mesh()
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active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_NORMAL
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next_phase()
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return
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._build_phase_physics_process(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 allocate_prop_mesh():
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pass
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