godot_voxel/voxel_terrain.cpp
2016-05-10 01:59:54 +02:00

198 lines
6.0 KiB
C++

#include "voxel_terrain.h"
#include <scene/3d/mesh_instance.h>
#include <os/os.h>
VoxelTerrain::VoxelTerrain(): Node(), _min_y(-4), _max_y(4) {
_map = Ref<VoxelMap>(memnew(VoxelMap));
_mesher = Ref<VoxelMesher>(memnew(VoxelMesher));
}
struct BlockUpdateComparator0 {
inline bool operator()(const Vector3i & a, const Vector3i & b) const {
return a.length_sq() > b.length_sq();
}
};
void VoxelTerrain::force_load_blocks(Vector3i center, Vector3i extents) {
//Vector3i min = center - extents;
//Vector3i max = center + extents + Vector3i(1,1,1);
//Vector3i size = max - min;
_block_update_queue.clear();
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);
}
}
}
_block_update_queue.sort_custom<BlockUpdateComparator0>();
}
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;
while (!_block_update_queue.empty() && (os.get_ticks_msec() - time_before) < max_time) {
// 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)) {
// Get script
ScriptInstance * script = get_script_instance();
if (script == NULL) {
return;
}
// Create buffer
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.y);
// Call script to generate buffer
Variant arg1 = buffer_ref;
Variant arg2 = block_pos.to_vec3();
const Variant * args[2] = { &arg1, &arg2 };
Variant::CallError err; // wut
script->call_multilevel("_generate_block", args, 2);
// Check script return
ERR_FAIL_COND(buffer_ref->get_size() != block_size);
// Store buffer
_map->set_block_buffer(block_pos, buffer_ref);
// 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;
if (_map->is_block_surrounded(npos)) {
update_block_mesh(npos);
}
}
}
}
//update_block_mesh(block_pos);
}
// Pop request
_block_update_queue.resize(_block_update_queue.size() - 1);
}
}
void VoxelTerrain::update_block_mesh(Vector3i block_pos) {
Ref<VoxelBlock> block_ref = _map->get_block_ref(block_pos);
if (block_ref.is_null()) {
return;
}
if (block_ref->voxels->is_uniform(0) && block_ref->voxels->get_voxel(0, 0, 0, 0) == 0) {
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());
//}
// Build mesh (that part is the most CPU-intensive)
Ref<Mesh> mesh = _mesher->build(nbuffer);
MeshInstance * mesh_instance = block_ref->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(VoxelMap::block_to_voxel(block_pos).to_vec3());
add_child(mesh_instance);
block_ref->mesh_instance_path = mesh_instance->get_path();
}
else {
// Update mesh
mesh_instance->set_mesh(mesh);
}
}
//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() {
ObjectTypeDB::bind_method(_MD("get_block_update_count"), &VoxelTerrain::get_block_update_count);
ObjectTypeDB::bind_method(_MD("get_mesher:VoxelMesher"), &VoxelTerrain::get_mesher);
// TODO Make those two static in VoxelMap?
ObjectTypeDB::bind_method(_MD("voxel_to_block", "voxel_pos"), &VoxelTerrain::_voxel_to_block_binding);
ObjectTypeDB::bind_method(_MD("block_to_voxel", "block_pos"), &VoxelTerrain::_block_to_voxel_binding);
ObjectTypeDB::bind_method(_MD("force_load_blocks", "center", "extents"), &VoxelTerrain::_force_load_blocks_binding);
}