#include "voxel_terrain.h" #include "voxel_map.h" #include "voxel_block.h" #include "voxel_provider_thread.h" #include "voxel_raycast.h" #include "voxel_provider_test.h" #include "utility.h" #include #include #include VoxelTerrain::VoxelTerrain() : Spatial(), _generate_collisions(true) { _map = Ref(memnew(VoxelMap)); _view_distance_blocks = 8; _last_view_distance_blocks = 0; _provider_thread = NULL; _block_updater = NULL; _generate_collisions = false; _run_in_editor = false; } VoxelTerrain::~VoxelTerrain() { if(_provider_thread) { memdelete(_provider_thread); } if(_block_updater) { memdelete(_block_updater); } } // TODO See if there is a way to specify materials in voxels directly? bool VoxelTerrain::_set(const StringName &p_name, const Variant &p_value) { if (p_name.operator String().begins_with("material/")) { int idx = p_name.operator String().get_slicec('/', 1).to_int(); ERR_FAIL_COND_V(idx >= VoxelMesher::MAX_MATERIALS || idx < 0, false); set_material(idx, p_value); return true; } return false; } bool VoxelTerrain::_get(const StringName &p_name, Variant &r_ret) const { if (p_name.operator String().begins_with("material/")) { int idx = p_name.operator String().get_slicec('/', 1).to_int(); ERR_FAIL_COND_V(idx >= VoxelMesher::MAX_MATERIALS || idx < 0, false); r_ret = get_material(idx); return true; } return false; } void VoxelTerrain::_get_property_list(List *p_list) const { for (int i = 0; i < VoxelMesher::MAX_MATERIALS; ++i) { p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial")); } } void VoxelTerrain::set_provider(Ref provider) { if(provider != _provider) { if(_provider_thread) { memdelete(_provider_thread); _provider_thread = NULL; } _provider = provider; _provider_thread = memnew(VoxelProviderThread(_provider, _map->get_block_size_pow2())); // Ref test; // test.instance(); // _provider_thread = memnew(VoxelProviderThread(test, _map->get_block_size_pow2())); // The whole map might change, so make all area dirty // TODO Actually, we should regenerate the whole map, not just update all its blocks make_all_view_dirty_deferred(); } } Ref VoxelTerrain::get_provider() const { return _provider; } Ref VoxelTerrain::get_voxel_library() const { return _library; } void VoxelTerrain::set_voxel_library(Ref library) { if (library != _library) { #ifdef TOOLS_ENABLED if (library->get_voxel_count() == 0) { library->load_default(); } #endif _library = library; if(_block_updater) { memdelete(_block_updater); _block_updater = NULL; } // TODO Thread-safe way to change those parameters VoxelMeshUpdater::MeshingParams params; _block_updater = memnew(VoxelMeshUpdater(_library, params)); // Voxel appearance might completely change make_all_view_dirty_deferred(); } } void VoxelTerrain::set_generate_collisions(bool enabled) { _generate_collisions = enabled; } int VoxelTerrain::get_view_distance() const { return _view_distance_blocks * _map->get_block_size(); } void VoxelTerrain::set_view_distance(int distance_in_voxels) { ERR_FAIL_COND(distance_in_voxels < 0) int d = distance_in_voxels / _map->get_block_size(); if(d != _view_distance_blocks) { print_line(String("View distance changed from ") + String::num(_view_distance_blocks) + String(" blocks to ") + String::num(d)); _view_distance_blocks = d; // Blocks too far away will be removed in _process, same for blocks to load } } void VoxelTerrain::set_viewer_path(NodePath path) { _viewer_path = path; } NodePath VoxelTerrain::get_viewer_path() const { return _viewer_path; } Spatial *VoxelTerrain::get_viewer(NodePath path) const { if (path.is_empty()) return NULL; Node *node = get_node(path); if (node == NULL) return NULL; return Object::cast_to(node); } void VoxelTerrain::set_material(int id, Ref material) { // TODO Update existing block surfaces ERR_FAIL_COND(id < 0 || id >= VoxelMesher::MAX_MATERIALS); _materials[id] = material; } Ref VoxelTerrain::get_material(int id) const { ERR_FAIL_COND_V(id < 0 || id >= VoxelMesher::MAX_MATERIALS, Ref()); return _materials[id]; } void VoxelTerrain::make_block_dirty(Vector3i bpos) { // TODO Immediate update viewer distance? VoxelTerrain::BlockDirtyState *state = _dirty_blocks.getptr(bpos); if(state == NULL) { // The block is not dirty, so it will either be loaded or updated if(_map->has_block(bpos)) { _blocks_pending_update.push_back(bpos); _dirty_blocks[bpos] = BLOCK_UPDATE_NOT_SENT; } else { _blocks_pending_load.push_back(bpos); _dirty_blocks[bpos] = BLOCK_LOAD; } } else if(*state == BLOCK_UPDATE_SENT) { // The updater is already processing the block, // but the block was modified again so we schedule another update *state = BLOCK_UPDATE_NOT_SENT; _blocks_pending_update.push_back(bpos); } //OS::get_singleton()->print("Dirty (%i, %i, %i)", bpos.x, bpos.y, bpos.z); // TODO What if a block is made dirty, goes through threaded update, then gets changed again before it gets updated? // this will make the second change ignored, which is not correct! } void VoxelTerrain::immerge_block(Vector3i bpos) { ERR_FAIL_COND(_map.is_null()); // TODO Schedule block saving when supported _map->remove_block(bpos, VoxelMap::NoAction()); _dirty_blocks.erase(bpos); // Blocks in the update queue will be cancelled in _process, // because it's too expensive to linear-search all blocks for each block } Dictionary VoxelTerrain::get_statistics() const { Dictionary provider; provider["min_time"] = _stats.provider.min_time; provider["max_time"] = _stats.provider.max_time; provider["remaining_blocks"] = _stats.provider.remaining_blocks; provider["dropped_blocks"] = _stats.dropped_provider_blocks; Dictionary updater; updater["min_time"] = _stats.updater.min_time; updater["max_time"] = _stats.updater.max_time; updater["remaining_blocks"] = _stats.updater.remaining_blocks; updater["updated_blocks"] = _stats.updated_blocks; updater["mesh_alloc_time"] = _stats.mesh_alloc_time; updater["dropped_blocks"] = _stats.dropped_updater_blocks; updater["remaining_main_thread_blocks"] = _stats.remaining_main_thread_blocks; Dictionary d; d["provider"] = provider; d["updater"] = updater; return d; } bool VoxelTerrain::is_block_dirty(Vector3i bpos) const { return _dirty_blocks.has(bpos); } //void VoxelTerrain::make_blocks_dirty(Vector3i min, Vector3i size) { // Vector3i max = min + size; // Vector3i pos; // for (pos.z = min.z; pos.z < max.z; ++pos.z) { // for (pos.y = min.y; pos.y < max.y; ++pos.y) { // for (pos.x = min.x; pos.x < max.x; ++pos.x) { // make_block_dirty(pos); // } // } // } //} void VoxelTerrain::make_all_view_dirty_deferred() { // This trick will regenerate all chunks in view, according to the view distance found during block updates. // The point of doing this instead of immediately scheduling updates is that it will // always use an up-to-date view distance, which is not necessarily loaded yet on initialization. _last_view_distance_blocks = 0; // Vector3i radius(_view_distance_blocks, _view_distance_blocks, _view_distance_blocks); // make_blocks_dirty(-radius, 2*radius); } inline int get_border_index(int x, int max) { return x == 0 ? 0 : x != max ? 1 : 2; } void VoxelTerrain::make_voxel_dirty(Vector3i pos) { // Update the block in which the voxel is Vector3i bpos = _map->voxel_to_block(pos); make_block_dirty(bpos); //OS::get_singleton()->print("Dirty (%i, %i, %i)\n", bpos.x, bpos.y, bpos.z); // Update neighbor blocks if the voxel is touching a boundary Vector3i rpos = _map->to_local(pos); // TODO Thread-safe way of getting this parameter bool check_corners = true;//_mesher->get_occlusion_enabled(); const int max = _map->get_block_size() - 1; if (rpos.x == 0) make_block_dirty(bpos - Vector3i(1, 0, 0)); else if (rpos.x == max) make_block_dirty(bpos + Vector3i(1, 0, 0)); if (rpos.y == 0) make_block_dirty(bpos - Vector3i(0, 1, 0)); else if (rpos.y == max) make_block_dirty(bpos + Vector3i(0, 1, 0)); if (rpos.z == 0) make_block_dirty(bpos - Vector3i(0, 0, 1)); else if (rpos.z == max) make_block_dirty(bpos + Vector3i(0, 0, 1)); // We might want to update blocks in corners in order to update ambient occlusion if (check_corners) { // 24------25------26 // /| /| // / | / | // 21 | 23 | // / 15 / 17 // / | / | // 18------19------20 | // | | | | // | 6-------7-|-----8 // | / | / // 9 / 11 / // | 3 | 5 // | / | / y z // |/ |/ |/ // 0-------1-------2 o--x // I'm not good at writing piles of ifs static const int normals[27][3] = { { -1, -1, -1 }, { 0, -1, -1 }, { 1, -1, -1 }, { -1, -1, 0 }, { 0, -1, 0 }, { 1, -1, 0 }, { -1, -1, 1 }, { 0, -1, 1 }, { 1, -1, 1 }, { -1, 0, -1 }, { 0, 0, -1 }, { 1, 0, -1 }, { -1, 0, 0 }, { 0, 0, 0 }, { 1, 0, 0 }, { -1, 0, 1 }, { 0, 0, 1 }, { 1, 0, 1 }, { -1, 1, -1 }, { 0, 1, -1 }, { 1, 1, -1 }, { -1, 1, 0 }, { 0, 1, 0 }, { 1, 1, 0 }, { -1, 1, 1 }, { 0, 1, 1 }, { 1, 1, 1 } }; static const int ce_counts[27] = { 4, 1, 4, 1, 0, 1, 4, 1, 4, 1, 0, 1, 0, 0, 0, 1, 0, 1, 4, 1, 4, 1, 0, 1, 4, 1, 4 }; static const int ce_indexes_lut[27][4] = { { 0, 1, 3, 9 }, { 1 }, { 2, 1, 5, 11 }, { 3 }, {}, { 5 }, { 6, 3, 7, 15 }, { 7 }, { 8, 7, 5, 17 }, { 9 }, {}, { 11 }, {}, {}, {}, { 15 }, {}, { 17 }, { 18, 9, 19, 21 }, { 19 }, { 20, 11, 19, 23 }, { 21 }, {}, { 23 }, { 24, 15, 21, 25 }, { 25 }, { 26, 17, 23, 25 } }; int m = get_border_index(rpos.x, max) + 3 * get_border_index(rpos.z, max) + 9 * get_border_index(rpos.y, max); const int *ce_indexes = ce_indexes_lut[m]; int ce_count = ce_counts[m]; //OS::get_singleton()->print("m=%i, rpos=(%i, %i, %i)\n", m, rpos.x, rpos.y, rpos.z); for (int i = 0; i < ce_count; ++i) { // TODO Because it's about ambient occlusion across 1 voxel only, // we could optimize it even more by looking at neighbor voxels, // and discard the update if we know it won't change anything const int *normal = normals[ce_indexes[i]]; Vector3i nbpos(bpos.x + normal[0], bpos.y + normal[1], bpos.z + normal[2]); //OS::get_singleton()->print("Corner dirty (%i, %i, %i)\n", nbpos.x, nbpos.y, nbpos.z); make_block_dirty(nbpos); } } } struct EnterWorldAction { World *world; EnterWorldAction(World *w) : world(w) {} void operator()(VoxelBlock *block) { block->enter_world(world); } }; struct ExitWorldAction { void operator()(VoxelBlock *block) { block->exit_world(); } }; struct SetVisibilityAction { bool visible; SetVisibilityAction(bool v) : visible(v) {} void operator()(VoxelBlock *block) { block->set_visible(visible); } }; void VoxelTerrain::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: set_process(true); break; case NOTIFICATION_PROCESS: if (!Engine::get_singleton()->is_editor_hint() || _run_in_editor) _process(); break; case NOTIFICATION_EXIT_TREE: break; case NOTIFICATION_ENTER_WORLD: { ERR_FAIL_COND(_map.is_null()); _map->for_all_blocks(EnterWorldAction(*get_world())); } break; case NOTIFICATION_EXIT_WORLD: ERR_FAIL_COND(_map.is_null()); _map->for_all_blocks(ExitWorldAction()); break; case NOTIFICATION_VISIBILITY_CHANGED: ERR_FAIL_COND(_map.is_null()); _map->for_all_blocks(SetVisibilityAction(is_visible())); break; // TODO Listen for transform changes default: break; } } void VoxelTerrain::remove_positions_outside_box(Vector &positions, Rect3i box, HashMap &state_map) { for(int i = 0; i < positions.size(); ++i) { const Vector3i bpos = positions[i]; if(!box.contains(bpos)) { int last = positions.size() - 1; positions.write[i] = positions[last]; positions.resize(last); state_map.erase(bpos); --i; } } } static inline bool is_mesh_empty(Ref mesh_ref) { if (mesh_ref.is_null()) return true; const Mesh &mesh = **mesh_ref; if (mesh.get_surface_count() == 0) return true; if (mesh.surface_get_array_len(0) == 0) return true; return false; } void VoxelTerrain::_process() { OS &os = *OS::get_singleton(); Engine &engine = *Engine::get_singleton(); ERR_FAIL_COND(_map.is_null()); // Get viewer location // TODO Transform to local (Spatial Transform) Vector3i viewer_block_pos; if(engine.is_editor_hint()) { // TODO Use editor's camera here viewer_block_pos = Vector3i(); } else { Spatial *viewer = get_viewer(_viewer_path); if (viewer) viewer_block_pos = _map->voxel_to_block(viewer->get_translation()); else viewer_block_pos = Vector3i(); } // Find out which blocks need to appear and which need to be unloaded { //Vector3i viewer_block_pos_delta = _last_viewer_block_pos - viewer_block_pos; Rect3i new_box = Rect3i::from_center_extents(viewer_block_pos, Vector3i(_view_distance_blocks)); Rect3i prev_box = Rect3i::from_center_extents(_last_viewer_block_pos, Vector3i(_last_view_distance_blocks)); if(prev_box != new_box) { //print_line(String("Loaded area changed: from ") + prev_box.to_string() + String(" to ") + new_box.to_string()); Rect3i bounds = Rect3i::get_bounding_box(prev_box, new_box); Vector3i max = bounds.pos + bounds.size; // TODO There should be a way to only iterate relevant blocks Vector3i pos; for(pos.z = bounds.pos.z; pos.z < max.z; ++pos.z) { for(pos.y = bounds.pos.y; pos.y < max.y; ++pos.y) { for(pos.x = bounds.pos.x; pos.x < max.x; ++pos.x) { bool prev_contains = prev_box.contains(pos); bool new_contains = new_box.contains(pos); if(prev_contains && !new_contains) { // Unload block immerge_block(pos); } else if(!prev_contains && new_contains) { // Load or update block make_block_dirty(pos); } } } } } // Eliminate pending blocks that aren't needed remove_positions_outside_box(_blocks_pending_load, new_box, _dirty_blocks); remove_positions_outside_box(_blocks_pending_update, new_box, _dirty_blocks); } _last_view_distance_blocks = _view_distance_blocks; _last_viewer_block_pos = viewer_block_pos; // Send block loading requests { VoxelProviderThread::InputData input; input.priority_block_position = viewer_block_pos; input.blocks_to_emerge.append_array(_blocks_pending_load); //input.blocks_to_immerge.append_array(); //print_line(String("Sending {0} block requests").format(varray(input.blocks_to_emerge.size()))); _blocks_pending_load.clear(); _provider_thread->push(input); } // Get block loading responses { const unsigned int bs = _map->get_block_size(); const Vector3i block_size(bs, bs, bs); VoxelProviderThread::OutputData output; _provider_thread->pop(output); //print_line(String("Receiving {0} blocks").format(varray(output.emerged_blocks.size()))); _stats.provider = output.stats; _stats.dropped_provider_blocks = 0; for(int i = 0; i < output.emerged_blocks.size(); ++i) { const VoxelProviderThread::EmergeOutput &o = output.emerged_blocks[i]; Vector3i block_pos = _map->voxel_to_block(o.origin_in_voxels); VoxelTerrain::BlockDirtyState *state = _dirty_blocks.getptr(block_pos); if(state == NULL || *state != BLOCK_LOAD) { // That block was not requested, drop it ++_stats.dropped_provider_blocks; continue; } // Check return // TODO Shouldn't halt execution though, as it can bring the map in an invalid state! ERR_FAIL_COND(o.voxels->get_size() != block_size); // TODO Discard blocks out of range // Store buffer bool update_neighbors = !_map->has_block(block_pos); _map->set_block_buffer(block_pos, o.voxels); // Trigger mesh updates if (update_neighbors) { // All neighbors have to be checked Vector3i ndir; // TODO Cache blocks in a small local grid on the stack to reduce hashing 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)) { if (state && *state == BLOCK_UPDATE_NOT_SENT) { // Assuming it is scheduled to be updated already. // In case of BLOCK_UPDATE_SENT, we'll have to resend it. continue; } _dirty_blocks[npos] = BLOCK_UPDATE_NOT_SENT; _blocks_pending_update.push_back(npos); } } } } } else { // Only update the block, neighbors will probably follow if needed _dirty_blocks[block_pos] = BLOCK_UPDATE_NOT_SENT; _blocks_pending_update.push_back(block_pos); //OS::get_singleton()->print("Update (%i, %i, %i)\n", block_pos.x, block_pos.y, block_pos.z); } } } // Send mesh updates { VoxelMeshUpdater::Input input; for(int i = 0; i < _blocks_pending_update.size(); ++i) { Vector3i block_pos = _blocks_pending_update[i]; VoxelBlock *block = _map->get_block(block_pos); if (block == NULL) { continue; } // Create buffer padded with neighbor voxels Ref nbuffer; nbuffer.instance(); // TODO Make the buffer re-usable // TODO Padding set to 3 at the moment because Transvoxel works on 2x2 cells. // It should change for a smarter padding (if smooth isn't used for example). unsigned int block_size = _map->get_block_size(); nbuffer->create(block_size + 3, block_size + 3, block_size + 3); _map->get_buffer_copy(_map->block_to_voxel(block_pos) - Vector3i(1, 1, 1), **nbuffer, 0x3); VoxelMeshUpdater::InputBlock iblock; iblock.voxels = nbuffer; iblock.position = block_pos; input.blocks.push_back(iblock); VoxelTerrain::BlockDirtyState *state = _dirty_blocks.getptr(block_pos); CRASH_COND(state == NULL); CRASH_COND(*state != BLOCK_UPDATE_NOT_SENT); *state = BLOCK_UPDATE_SENT; } _block_updater->push(input); _blocks_pending_update.clear(); } // Get mesh updates { { VoxelMeshUpdater::Output output; _block_updater->pop(output); _stats.updater = output.stats; _stats.updated_blocks = output.blocks.size(); _stats.dropped_updater_blocks = 0; _blocks_pending_main_thread_update.append_array(output.blocks); } Ref world = get_world(); uint32_t time_before = os.get_ticks_msec(); uint32_t timeout = os.get_ticks_msec() + 10; int queue_index = 0; // The following is done on the main thread because Godot doesn't really support multithreaded Mesh allocation. // This also proved to be very slow compared to the meshing process itself... // hopefully Vulkan will allow us to upload graphical resources without stalling rendering as they upload? for (; queue_index < _blocks_pending_main_thread_update.size() && os.get_ticks_msec() < timeout; ++queue_index) { const VoxelMeshUpdater::OutputBlock &ob = _blocks_pending_main_thread_update[queue_index]; VoxelTerrain::BlockDirtyState *state = _dirty_blocks.getptr(ob.position); if (state && *state == BLOCK_UPDATE_SENT) { _dirty_blocks.erase(ob.position); } VoxelBlock *block = _map->get_block(ob.position); if (block == NULL) { // That block is no longer loaded, drop the result ++_stats.dropped_updater_blocks; continue; } Ref mesh; mesh.instance(); int surface_index = 0; for (int i = 0; i < ob.model_surfaces.size(); ++i) { Array surface = ob.model_surfaces[i]; if (surface.empty()) continue; mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface); mesh->surface_set_material(surface_index, _materials[i]); ++surface_index; } for(int i = 0; i < ob.smooth_surfaces.size(); ++i) { Array surface = ob.smooth_surfaces[i]; if (surface.empty()) continue; mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface); // No material supported yet ++surface_index; } if (is_mesh_empty(mesh)) mesh = Ref(); block->set_mesh(mesh, world); } shift_up(_blocks_pending_main_thread_update, queue_index); uint32_t time_taken = os.get_ticks_msec() - time_before; _stats.mesh_alloc_time = time_taken; } //print_line(String("d:") + String::num(_dirty_blocks.size()) + String(", q:") + String::num(_block_update_queue.size())); } //void VoxelTerrain::block_removed(VoxelBlock & block) { // MeshInstance * mesh_instance = block.get_mesh_instance(*this); // if (mesh_instance) { // mesh_instance->queue_delete(); // } //} struct _VoxelTerrainRaycastContext { VoxelTerrain &terrain; //unsigned int channel_mask; }; static bool _raycast_binding_predicate(Vector3i pos, void *context_ptr) { ERR_FAIL_COND_V(context_ptr == NULL, false); _VoxelTerrainRaycastContext *context = (_VoxelTerrainRaycastContext *)context_ptr; VoxelTerrain &terrain = context->terrain; //unsigned int channel = context->channel; Ref map = terrain.get_map(); int v0 = map->get_voxel(pos, Voxel::CHANNEL_TYPE); Ref lib_ref = terrain.get_voxel_library(); if (lib_ref.is_null()) return false; const VoxelLibrary &lib = **lib_ref; if (lib.has_voxel(v0) == false) return false; const Voxel &voxel = lib.get_voxel_const(v0); if (voxel.is_transparent() == false) return true; int v1 = map->get_voxel(pos, Voxel::CHANNEL_ISOLEVEL); return v1 - 128 >= 0; } Variant VoxelTerrain::_raycast_binding(Vector3 origin, Vector3 direction, real_t max_distance) { // TODO Transform input if the terrain is rotated (in the future it can be made a Spatial node) Vector3i hit_pos; Vector3i prev_pos; _VoxelTerrainRaycastContext context = { *this }; if (voxel_raycast(origin, direction, _raycast_binding_predicate, &context, max_distance, hit_pos, prev_pos)) { Dictionary hit = Dictionary(); hit["position"] = hit_pos.to_vec3(); hit["prev_position"] = prev_pos.to_vec3(); return hit; } else { return Variant(); // Null dictionary, no alloc } } Vector3 VoxelTerrain::_voxel_to_block_binding(Vector3 pos) { return Vector3i(_map->voxel_to_block(pos)).to_vec3(); } Vector3 VoxelTerrain::_block_to_voxel_binding(Vector3 pos) { return Vector3i(_map->block_to_voxel(pos)).to_vec3(); } // For debugging purpose VoxelTerrain::BlockDirtyState VoxelTerrain::get_block_state(Vector3 p_bpos) const { Vector3i bpos = p_bpos; const VoxelTerrain::BlockDirtyState *state = _dirty_blocks.getptr(bpos); if(state) { return *state; } else { if(!_map->has_block(bpos)) return BLOCK_NONE; return BLOCK_IDLE; } } void VoxelTerrain::_bind_methods() { ClassDB::bind_method(D_METHOD("set_provider", "provider"), &VoxelTerrain::set_provider); ClassDB::bind_method(D_METHOD("get_provider"), &VoxelTerrain::get_provider); ClassDB::bind_method(D_METHOD("set_voxel_library", "library"), &VoxelTerrain::set_voxel_library); ClassDB::bind_method(D_METHOD("get_voxel_library"), &VoxelTerrain::get_voxel_library); ClassDB::bind_method(D_METHOD("set_view_distance", "distance_in_voxels"), &VoxelTerrain::set_view_distance); ClassDB::bind_method(D_METHOD("get_view_distance"), &VoxelTerrain::get_view_distance); 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); ClassDB::bind_method(D_METHOD("get_viewer_path"), &VoxelTerrain::get_viewer_path); ClassDB::bind_method(D_METHOD("set_viewer_path", "path"), &VoxelTerrain::set_viewer_path); ClassDB::bind_method(D_METHOD("get_storage"), &VoxelTerrain::get_map); 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); //ClassDB::bind_method(D_METHOD("make_block_dirty", "pos"), &VoxelTerrain::_make_block_dirty_binding); //ClassDB::bind_method(D_METHOD("make_blocks_dirty", "min", "size"), &VoxelTerrain::_make_blocks_dirty_binding); ClassDB::bind_method(D_METHOD("make_voxel_dirty", "pos"), &VoxelTerrain::_make_voxel_dirty_binding); ClassDB::bind_method(D_METHOD("raycast", "origin", "direction", "max_distance"), &VoxelTerrain::_raycast_binding, DEFVAL(100)); ClassDB::bind_method(D_METHOD("get_statistics"), &VoxelTerrain::get_statistics); ClassDB::bind_method(D_METHOD("get_block_state", "block_pos"), &VoxelTerrain::get_block_state); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "provider", PROPERTY_HINT_RESOURCE_TYPE, "VoxelProvider"), "set_provider", "get_provider"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "voxel_library", PROPERTY_HINT_RESOURCE_TYPE, "VoxelLibrary"), "set_voxel_library", "get_voxel_library"); ADD_PROPERTY(PropertyInfo(Variant::INT, "view_distance"), "set_view_distance", "get_view_distance"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewer_path"), "set_viewer_path", "get_viewer_path"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_collisions"), "set_generate_collisions", "get_generate_collisions"); BIND_ENUM_CONSTANT(BLOCK_NONE); BIND_ENUM_CONSTANT(BLOCK_LOAD); BIND_ENUM_CONSTANT(BLOCK_UPDATE_NOT_SENT); BIND_ENUM_CONSTANT(BLOCK_UPDATE_SENT); BIND_ENUM_CONSTANT(BLOCK_IDLE); }