godot_voxel/voxel_terrain.cpp

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#include "voxel_terrain.h"
#include <scene/3d/mesh_instance.h>
#include <os/os.h>
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VoxelTerrain::VoxelTerrain(): Node(), _min_y(-4), _max_y(4), _generate_collisions(true) {
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_map = Ref<VoxelMap>(memnew(VoxelMap));
_mesher = Ref<VoxelMesher>(memnew(VoxelMesher));
}
// Sorts distance to world origin
// TODO Use distance to camera
struct BlockUpdateComparator0 {
inline bool operator()(const Vector3i & a, const Vector3i & b) const {
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return a.length_sq() > b.length_sq();
}
};
void VoxelTerrain::set_provider(Ref<VoxelProvider> provider) {
_provider = provider;
}
Ref<VoxelProvider> VoxelTerrain::get_provider() {
return _provider;
}
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void VoxelTerrain::set_generate_collisions(bool enabled) {
_generate_collisions = enabled;
}
void VoxelTerrain::force_load_blocks(Vector3i center, Vector3i extents) {
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//Vector3i min = center - extents;
//Vector3i max = center + extents + Vector3i(1,1,1);
//Vector3i size = max - min;
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_block_update_queue.clear();
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Vector3i pos;
for (pos.z = -extents.z; pos.z <= extents.z; ++pos.z) {
for (pos.x = -extents.x; pos.x <= extents.x; ++pos.x) {
for (pos.y = -extents.y; pos.y <= extents.y; ++pos.y) {
_block_update_queue.push_back(pos);
}
}
}
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_block_update_queue.sort_custom<BlockUpdateComparator0>();
}
int VoxelTerrain::get_block_update_count() {
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return _block_update_queue.size();
}
void VoxelTerrain::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE:
set_process(true);
break;
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case NOTIFICATION_PROCESS:
_process();
break;
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case NOTIFICATION_EXIT_TREE:
break;
default:
break;
}
}
void VoxelTerrain::_process() {
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update_blocks();
}
void VoxelTerrain::update_blocks() {
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OS & os = *OS::get_singleton();
uint32_t time_before = os.get_ticks_msec();
uint32_t max_time = 1000 / 60;
while (!_block_update_queue.empty() && (os.get_ticks_msec() - time_before) < max_time) {
//printf("Remaining: %i\n", _block_update_queue.size());
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// TODO Move this to a thread
// TODO Have VoxelTerrainGenerator in C++
// TODO Keep track of MeshInstances!
// Get request
Vector3i block_pos = _block_update_queue[_block_update_queue.size() - 1];
if (!_map->has_block(block_pos)) {
// Create buffer
if(!_provider.is_null()) {
Ref<VoxelBuffer> buffer_ref = Ref<VoxelBuffer>(memnew(VoxelBuffer));
const Vector3i block_size(VoxelBlock::SIZE, VoxelBlock::SIZE, VoxelBlock::SIZE);
buffer_ref->create(block_size.x, block_size.y, block_size.z);
// Query voxel provider
_provider->emerge_block(buffer_ref, block_pos);
// Check script return
ERR_FAIL_COND(buffer_ref->get_size() != block_size);
// Store buffer
_map->set_block_buffer(block_pos, buffer_ref);
}
}
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// Update meshes
Vector3i ndir;
for (ndir.z = -1; ndir.z < 2; ++ndir.z) {
for (ndir.x = -1; ndir.x < 2; ++ndir.x) {
for (ndir.y = -1; ndir.y < 2; ++ndir.y) {
Vector3i npos = block_pos + ndir;
// TODO What if the map is really composed of empty blocks?
if (_map->is_block_surrounded(npos)) {
update_block_mesh(npos);
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}
}
}
}
//update_block_mesh(block_pos);
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// Pop request
_block_update_queue.resize(_block_update_queue.size() - 1);
}
}
void VoxelTerrain::update_block_mesh(Vector3i block_pos) {
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VoxelBlock * block = _map->get_block(block_pos);
if (block == NULL) {
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return;
}
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if (block->voxels->is_uniform(0) && block->voxels->get_voxel(0, 0, 0, 0) == 0) {
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return;
}
// Create buffer padded with neighbor voxels
VoxelBuffer nbuffer;
nbuffer.create(VoxelBlock::SIZE + 2, VoxelBlock::SIZE + 2, VoxelBlock::SIZE + 2);
_map->get_buffer_copy(VoxelMap::block_to_voxel(block_pos) - Vector3i(1, 1, 1), nbuffer);
// TEST
//if (block_pos == Vector3i(0, 0, 0)) {
// printf(">>>\n");
// String os;
// for (unsigned int y = 0; y < nbuffer.get_size().y; ++y) {
// for (unsigned int z = 0; z < nbuffer.get_size().z; ++z) {
// for (unsigned int x = 0; x < nbuffer.get_size().x; ++x) {
// if (nbuffer.get_voxel(x, y, z) == 0)
// os += '-';
// else
// os += 'O';
// }
// os += '\n';
// }
// os += '\n';
// }
// wprintf(os.c_str());
//}
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Vector3 block_node_pos = VoxelMap::block_to_voxel(block_pos).to_vec3();
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// Build mesh (that part is the most CPU-intensive)
Ref<Mesh> mesh = _mesher->build(nbuffer);
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MeshInstance * mesh_instance = block->get_mesh_instance(*this);
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if (mesh_instance == NULL) {
// Create and spawn mesh
mesh_instance = memnew(MeshInstance);
mesh_instance->set_mesh(mesh);
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mesh_instance->set_translation(block_node_pos);
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add_child(mesh_instance);
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block->mesh_instance_path = mesh_instance->get_path();
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}
else {
// Update mesh
mesh_instance->set_mesh(mesh);
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}
if(get_tree()->is_editor_hint() == false && _generate_collisions) {
// Generate collisions
// TODO Need to select only specific surfaces because some may not have collisions
Ref<Shape> shape = mesh->create_trimesh_shape();
StaticBody * body = block->get_physics_body(*this);
if(body == NULL) {
// Create body
body = memnew(StaticBody);
body->set_translation(block_node_pos);
body->add_shape(shape);
add_child(body);
block->body_path = body->get_path();
}
else {
// Update body
body->set_shape(0, shape);
}
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}
}
//void VoxelTerrain::block_removed(VoxelBlock & block) {
// MeshInstance * mesh_instance = block.get_mesh_instance(*this);
// if (mesh_instance) {
// mesh_instance->queue_delete();
// }
//}
void VoxelTerrain::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_provider", "provider:VoxelProvider"), &VoxelTerrain::set_provider);
ClassDB::bind_method(D_METHOD("get_provider:VoxelProvider"), &VoxelTerrain::get_provider);
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ClassDB::bind_method(D_METHOD("get_block_update_count"), &VoxelTerrain::get_block_update_count);
ClassDB::bind_method(D_METHOD("get_mesher:VoxelMesher"), &VoxelTerrain::get_mesher);
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ClassDB::bind_method(D_METHOD("get_generate_collisions"), &VoxelTerrain::get_generate_collisions);
ClassDB::bind_method(D_METHOD("set_generate_collisions", "enabled"), &VoxelTerrain::set_generate_collisions);
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ClassDB::bind_method(D_METHOD("get_map:VoxelMap"), &VoxelTerrain::get_map);
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// TODO Make those two static in VoxelMap?
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ClassDB::bind_method(D_METHOD("voxel_to_block", "voxel_pos"), &VoxelTerrain::_voxel_to_block_binding);
ClassDB::bind_method(D_METHOD("block_to_voxel", "block_pos"), &VoxelTerrain::_block_to_voxel_binding);
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ClassDB::bind_method(D_METHOD("force_load_blocks", "center", "extents"), &VoxelTerrain::_force_load_blocks_binding);
}