2016-05-10 01:59:54 +02:00
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#ifndef VOXEL_TERRAIN_H
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#define VOXEL_TERRAIN_H
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2018-09-25 01:54:07 +02:00
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#include "vector3i.h"
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2017-04-01 20:10:38 +02:00
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#include "zprofiling.h"
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2018-09-25 01:54:07 +02:00
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#include "voxel_provider.h"
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#include "voxel_provider_thread.h"
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#include "voxel_mesh_updater.h"
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#include "rect3i.h"
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#include <scene/3d/spatial.h>
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class VoxelMap;
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class VoxelLibrary;
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2016-05-10 01:59:54 +02:00
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// Infinite static terrain made of voxels.
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// It is loaded around VoxelTerrainStreamers.
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class VoxelTerrain : public Spatial /*, public IVoxelMapObserver*/ {
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GDCLASS(VoxelTerrain, Spatial)
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public:
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VoxelTerrain();
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~VoxelTerrain();
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2017-01-02 02:15:57 +01:00
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void set_provider(Ref<VoxelProvider> provider);
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Ref<VoxelProvider> get_provider() const;
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void set_voxel_library(Ref<VoxelLibrary> library);
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Ref<VoxelLibrary> get_voxel_library() const;
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void make_block_dirty(Vector3i bpos);
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//void make_blocks_dirty(Vector3i min, Vector3i size);
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void make_voxel_dirty(Vector3i pos);
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bool is_block_dirty(Vector3i bpos) const;
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void set_generate_collisions(bool enabled);
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bool get_generate_collisions() const { return _generate_collisions; }
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int get_view_distance() const;
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void set_view_distance(int distance_in_voxels);
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void set_viewer_path(NodePath path);
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NodePath get_viewer_path() const;
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void set_material(int id, Ref<Material> material);
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Ref<Material> get_material(int id) const;
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2017-01-05 02:39:40 +01:00
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Ref<VoxelMap> get_map() { return _map; }
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struct Stats {
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VoxelMeshUpdater::Stats updater;
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VoxelProviderThread::Stats provider;
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uint32_t mesh_alloc_time;
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uint32_t updated_blocks;
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Stats(): mesh_alloc_time(0), updated_blocks(0)
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{ }
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};
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protected:
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void _notification(int p_what);
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private:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _process();
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void make_all_view_dirty_deferred();
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enum BlockDirtyState {
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BLOCK_LOAD,
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BLOCK_UPDATE
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};
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Spatial *get_viewer(NodePath path) const;
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void immerge_block(Vector3i bpos);
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Dictionary get_statistics() const;
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static void _bind_methods();
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// Convenience
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Vector3 _voxel_to_block_binding(Vector3 pos);
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Vector3 _block_to_voxel_binding(Vector3 pos);
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//void _force_load_blocks_binding(Vector3 center, Vector3 extents) { force_load_blocks(center, extents); }
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//void _make_block_dirty_binding(Vector3 bpos) { make_block_dirty(bpos); }
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//void _make_blocks_dirty_binding(Vector3 min, Vector3 size) { make_blocks_dirty(min, size); }
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void _make_voxel_dirty_binding(Vector3 pos) { make_voxel_dirty(pos); }
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Variant _raycast_binding(Vector3 origin, Vector3 direction, real_t max_distance);
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2017-03-29 22:36:42 +02:00
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void set_voxel(Vector3 pos, int value, int c);
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int get_voxel(Vector3 pos, int c);
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void clear_block_update_state(Vector3i block_pos);
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static void remove_positions_outside_box(Vector<Vector3i> &positions, Rect3i box, HashMap<Vector3i, BlockDirtyState, Vector3iHasher> &state_map);
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2017-01-02 02:19:02 +01:00
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private:
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// Voxel storage
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Ref<VoxelMap> _map;
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2017-08-15 02:24:52 +02:00
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// How many blocks to load around the viewer
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int _view_distance_blocks;
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2017-03-28 00:56:01 +02:00
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// TODO Terrains only need to handle the visible portion of voxels, which reduces the bounds blocks to handle.
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// Therefore, could a simple grid be better to use than a hashmap?
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2018-09-25 01:54:07 +02:00
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Vector<Vector3i> _blocks_pending_load;
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Vector<Vector3i> _blocks_pending_update;
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HashMap<Vector3i, BlockDirtyState, Vector3iHasher> _dirty_blocks; // only the key is relevant
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2017-04-06 23:44:11 +02:00
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2017-01-02 02:19:02 +01:00
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Ref<VoxelProvider> _provider;
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VoxelProviderThread *_provider_thread;
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Ref<VoxelLibrary> _library;
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VoxelMeshUpdater *_block_updater;
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2017-01-02 02:19:02 +01:00
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2017-03-28 00:56:01 +02:00
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NodePath _viewer_path;
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Vector3i _last_viewer_block_pos;
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int _last_view_distance_blocks;
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2017-03-26 18:09:37 +02:00
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bool _generate_collisions;
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2018-09-25 01:54:07 +02:00
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Ref<Material> _materials[VoxelMesher::MAX_MATERIALS];
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Stats _stats;
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2016-05-10 01:59:54 +02:00
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};
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#endif // VOXEL_TERRAIN_H
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