godot_voxel/voxel_terrain.cpp

361 lines
10 KiB
C++

#include "voxel_terrain.h"
#include <scene/3d/mesh_instance.h>
#include <os/os.h>
#include "voxel_raycast.h"
VoxelTerrain::VoxelTerrain(): Node(), _min_y(-4), _max_y(4), _generate_collisions(true) {
_map = Ref<VoxelMap>(memnew(VoxelMap));
_mesher = Ref<VoxelMesher>(memnew(VoxelMesher));
}
Vector3i g_viewer_block_pos; // TODO UGLY! Lambdas or pointers needed...
// Sorts distance to viewer
struct BlockUpdateComparator {
inline bool operator()(const Vector3i & a, const Vector3i & b) const {
return a.distance_sq(g_viewer_block_pos) > b.distance_sq(g_viewer_block_pos);
}
};
void VoxelTerrain::set_provider(Ref<VoxelProvider> provider) {
_provider = provider;
}
Ref<VoxelProvider> VoxelTerrain::get_provider() {
return _provider;
}
Ref<VoxelLibrary> VoxelTerrain::get_voxel_library() {
return _mesher->get_library();
}
void VoxelTerrain::set_generate_collisions(bool enabled) {
_generate_collisions = enabled;
}
void VoxelTerrain::set_viewer_path(NodePath path) {
if(!path.is_empty())
ERR_FAIL_COND(get_viewer(path) == NULL);
_viewer_path = path;
}
NodePath VoxelTerrain::get_viewer_path() {
return _viewer_path;
}
Spatial * VoxelTerrain::get_viewer(NodePath path) {
if(path.is_empty())
return NULL;
Node * node = get_node(path);
if(node == NULL)
return NULL;
return node->cast_to<Spatial>();
}
//void VoxelTerrain::clear_update_queue() {
// _block_update_queue.clear();
// _dirty_blocks.clear();
//}
void VoxelTerrain::make_block_dirty(Vector3i bpos) {
// TODO Immediate update viewer distance
if(is_block_dirty(bpos) == false) {
//OS::get_singleton()->print("Dirty (%i, %i, %i)", bpos.x, bpos.y, bpos.z);
_block_update_queue.push_back(bpos);
_dirty_blocks[bpos] = true;
}
}
bool VoxelTerrain::is_block_dirty(Vector3i bpos) {
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_voxel_dirty(Vector3i pos) {
// Update the block in which the voxel is
Vector3i bpos = VoxelMap::voxel_to_block(pos);
make_block_dirty(bpos);
// Update neighbor blocks if the voxel is touching a boundary
Vector3i rpos = VoxelMap::to_local(pos);
if(rpos.x == 0)
make_block_dirty(bpos - Vector3i(1,0,0));
if(rpos.y == 0)
make_block_dirty(bpos - Vector3i(0,1,0));
if(rpos.z == 0)
make_block_dirty(bpos - Vector3i(0,0,1));
if(rpos.x == VoxelBlock::SIZE-1)
make_block_dirty(bpos + Vector3i(1,0,0));
if(rpos.y == VoxelBlock::SIZE-1)
make_block_dirty(bpos + Vector3i(0,1,0));
if(rpos.z == VoxelBlock::SIZE-1)
make_block_dirty(bpos + Vector3i(0,0,1));
}
int VoxelTerrain::get_block_update_count() {
return _block_update_queue.size();
}
void VoxelTerrain::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
set_process(true);
break;
case NOTIFICATION_PROCESS:
_process();
break;
case NOTIFICATION_EXIT_TREE:
break;
default:
break;
}
}
void VoxelTerrain::_process() {
update_blocks();
}
void VoxelTerrain::update_blocks() {
OS & os = *OS::get_singleton();
uint32_t time_before = os.get_ticks_msec();
uint32_t max_time = 1000 / 60;
// Get viewer location
Spatial * viewer = get_viewer(_viewer_path);
if(viewer)
g_viewer_block_pos = VoxelMap::voxel_to_block(viewer->get_translation());
else
g_viewer_block_pos = Vector3i();
// Sort updates so nearest blocks are done first
_block_update_queue.sort_custom<BlockUpdateComparator>();
// Update a bunch of blocks until none are left or too much time elapsed
while (!_block_update_queue.empty() && (os.get_ticks_msec() - time_before) < max_time) {
//printf("Remaining: %i\n", _block_update_queue.size());
//float time_before = os.get_ticks_usec();
// TODO Move this to a thread
// TODO Have VoxelTerrainGenerator in C++
// Get request
Vector3i block_pos = _block_update_queue[_block_update_queue.size() - 1];
bool entire_block_changed = false;
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);
entire_block_changed = true;
}
}
// Update views (mesh/collisions)
if(entire_block_changed) {
// All neighbors have to be checked
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);
}
}
}
}
}
else {
// Only update the block, neighbors will probably follow if needed
update_block_mesh(block_pos);
//OS::get_singleton()->print("Update (%i, %i, %i)\n", block_pos.x, block_pos.y, block_pos.z);
}
// Pop request
_block_update_queue.resize(_block_update_queue.size() - 1);
_dirty_blocks.erase(block_pos);
}
}
void VoxelTerrain::update_block_mesh(Vector3i block_pos) {
VoxelBlock * block = _map->get_block(block_pos);
if (block == NULL) {
return;
}
if (block->voxels->is_uniform(0) && block->voxels->get_voxel(0, 0, 0, 0) == 0) {
// Optimization: the block contains nothing
MeshInstance * mesh_instance = block->get_mesh_instance(*this);
if(mesh_instance) {
mesh_instance->set_mesh(Ref<Mesh>());
}
StaticBody * body = block->get_physics_body(*this);
if(body) {
body->set_shape(0, Ref<Mesh>());
}
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);
Vector3 block_node_pos = VoxelMap::block_to_voxel(block_pos).to_vec3();
// Build mesh (that part is the most CPU-intensive)
// TODO Re-use existing meshes to optimize memory cost
Ref<Mesh> mesh = _mesher->build(nbuffer);
// TODO Don't use nodes! Use servers directly, it's faster
MeshInstance * mesh_instance = block->get_mesh_instance(*this);
if (mesh_instance == NULL) {
// Create and spawn mesh
mesh_instance = memnew(MeshInstance);
mesh_instance->set_mesh(mesh);
mesh_instance->set_translation(block_node_pos);
add_child(mesh_instance);
block->mesh_instance_path = mesh_instance->get_path();
}
else {
// Update mesh
mesh_instance->set_mesh(mesh);
}
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);
}
}
}
//void VoxelTerrain::block_removed(VoxelBlock & block) {
// MeshInstance * mesh_instance = block.get_mesh_instance(*this);
// if (mesh_instance) {
// mesh_instance->queue_delete();
// }
//}
static bool _raycast_binding_predicate(Vector3i pos, void *context) {
ERR_FAIL_COND_V(context == NULL, false);
VoxelTerrain * terrain = (VoxelTerrain*)context;
Ref<VoxelLibrary> lib_ref = terrain->get_voxel_library();
if(lib_ref.is_null())
return false;
const VoxelLibrary & lib = **lib_ref;
Ref<VoxelMap> map = terrain->get_map();
// TODO In the future we may want to query more channels
int v = map->get_voxel(pos, 0);
if(lib.has_voxel(v) == false)
return false;
const Voxel & voxel = lib.get_voxel_const(v);
return !voxel.is_transparent();
}
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;
if(voxel_raycast(origin, direction, _raycast_binding_predicate, this, 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
}
}
void VoxelTerrain::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_provider", "provider:VoxelProvider"), &VoxelTerrain::set_provider);
ClassDB::bind_method(D_METHOD("get_provider:VoxelProvider"), &VoxelTerrain::get_provider);
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);
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"), &VoxelTerrain::get_viewer_path);
ClassDB::bind_method(D_METHOD("set_viewer", "path"), &VoxelTerrain::set_viewer_path);
ClassDB::bind_method(D_METHOD("get_storage:VoxelMap"), &VoxelTerrain::get_map);
// TODO Make those two static in VoxelMap?
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:Dictionary", "origin", "direction", "max_distance"), &VoxelTerrain::_raycast_binding, DEFVAL(100));
}