mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
578 lines
17 KiB
C++
578 lines
17 KiB
C++
#include "voxel_terrain.h"
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#include "voxel_raycast.h"
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#include <os/os.h>
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#include <scene/3d/mesh_instance.h>
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VoxelTerrain::VoxelTerrain()
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: Node(), _generate_collisions(true) {
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_map = Ref<VoxelMap>(memnew(VoxelMap));
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_mesher = Ref<VoxelMesher>(memnew(VoxelMesher));
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_mesher_smooth = Ref<VoxelMesherSmooth>(memnew(VoxelMesherSmooth));
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_view_distance_blocks = 8;
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}
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Vector3i g_viewer_block_pos; // TODO UGLY! Lambdas or pointers needed...
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// Sorts distance to viewer
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struct BlockUpdateComparator {
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inline bool operator()(const Vector3i &a, const Vector3i &b) const {
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return a.distance_sq(g_viewer_block_pos) > b.distance_sq(g_viewer_block_pos);
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}
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};
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// TODO See if there is a way to specify materials in voxels directly?
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bool VoxelTerrain::_set(const StringName &p_name, const Variant &p_value) {
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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if (idx >= VoxelMesher::MAX_MATERIALS || idx < 0)
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return false;
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set_material(idx, p_value);
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return true;
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}
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return false;
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}
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bool VoxelTerrain::_get(const StringName &p_name, Variant &r_ret) const {
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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if (idx >= VoxelMesher::MAX_MATERIALS || idx < 0)
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return false;
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r_ret = get_material(idx);
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return true;
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}
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return false;
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}
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void VoxelTerrain::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < VoxelMesher::MAX_MATERIALS; ++i) {
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p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"));
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}
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}
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void VoxelTerrain::set_provider(Ref<VoxelProvider> provider) {
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if(provider != _provider) {
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_provider = provider;
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make_all_view_dirty();
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}
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}
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Ref<VoxelProvider> VoxelTerrain::get_provider() const {
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return _provider;
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}
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Ref<VoxelLibrary> VoxelTerrain::get_voxel_library() const {
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return _mesher->get_library();
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}
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void VoxelTerrain::set_voxel_library(Ref<VoxelLibrary> library) {
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if(library != _mesher->get_library()) {
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#ifdef TOOLS_ENABLED
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if(library->get_voxel_count() == 0) {
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library->load_default();
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}
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#endif
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_mesher->set_library(library);
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make_all_view_dirty();
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}
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}
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void VoxelTerrain::set_generate_collisions(bool enabled) {
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_generate_collisions = enabled;
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}
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int VoxelTerrain::get_view_distance() const {
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return _view_distance_blocks * VoxelBlock::SIZE;
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}
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void VoxelTerrain::set_view_distance(int distance_in_voxels) {
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ERR_FAIL_COND(distance_in_voxels < 0)
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int d = distance_in_voxels / VoxelBlock::SIZE;
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if(d != _view_distance_blocks) {
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_view_distance_blocks = d;
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make_all_view_dirty();
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// TODO Immerge blocks too far away
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}
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}
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void VoxelTerrain::set_viewer_path(NodePath path) {
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if (!path.is_empty())
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ERR_FAIL_COND(get_viewer(path) == NULL);
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_viewer_path = path;
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}
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NodePath VoxelTerrain::get_viewer_path() const {
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return _viewer_path;
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}
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Spatial *VoxelTerrain::get_viewer(NodePath path) const {
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if (path.is_empty())
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return NULL;
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Node *node = get_node(path);
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if (node == NULL)
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return NULL;
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return node->cast_to<Spatial>();
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}
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void VoxelTerrain::set_material(int id, Ref<Material> material) {
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// TODO Update existing block surfaces
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_mesher->set_material(material, id);
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}
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Ref<Material> VoxelTerrain::get_material(int id) const {
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return _mesher->get_material(id);
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}
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//void VoxelTerrain::clear_update_queue() {
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// _block_update_queue.clear();
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// _dirty_blocks.clear();
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//}
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void VoxelTerrain::make_block_dirty(Vector3i bpos) {
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// TODO Immediate update viewer distance
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if (is_block_dirty(bpos) == false) {
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//OS::get_singleton()->print("Dirty (%i, %i, %i)", bpos.x, bpos.y, bpos.z);
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_block_update_queue.push_back(bpos);
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_dirty_blocks[bpos] = true;
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}
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}
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bool VoxelTerrain::is_block_dirty(Vector3i bpos) {
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return _dirty_blocks.has(bpos);
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}
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void VoxelTerrain::make_blocks_dirty(Vector3i min, Vector3i size) {
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Vector3i max = min + size;
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Vector3i pos;
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for (pos.z = min.z; pos.z < max.z; ++pos.z) {
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for (pos.y = min.y; pos.y < max.y; ++pos.y) {
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for (pos.x = min.x; pos.x < max.x; ++pos.x) {
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make_block_dirty(pos);
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}
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}
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}
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}
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void VoxelTerrain::make_all_view_dirty() {
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Vector3i radius(_view_distance_blocks, _view_distance_blocks, _view_distance_blocks);
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// TODO Take viewer and fixed range into account
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make_blocks_dirty(-radius, 2*radius);
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}
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inline int get_border_index(int x, int max) {
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return x == 0 ? 0 : x != max ? 1 : 2;
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}
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void VoxelTerrain::make_voxel_dirty(Vector3i pos) {
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// Update the block in which the voxel is
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Vector3i bpos = VoxelMap::voxel_to_block(pos);
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make_block_dirty(bpos);
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//OS::get_singleton()->print("Dirty (%i, %i, %i)\n", bpos.x, bpos.y, bpos.z);
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// Update neighbor blocks if the voxel is touching a boundary
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Vector3i rpos = VoxelMap::to_local(pos);
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bool check_corners = _mesher->get_occlusion_enabled();
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const int max = VoxelBlock::SIZE - 1;
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if (rpos.x == 0)
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make_block_dirty(bpos - Vector3i(1, 0, 0));
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else if (rpos.x == max)
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make_block_dirty(bpos + Vector3i(1, 0, 0));
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if (rpos.y == 0)
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make_block_dirty(bpos - Vector3i(0, 1, 0));
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else if (rpos.y == max)
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make_block_dirty(bpos + Vector3i(0, 1, 0));
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if (rpos.z == 0)
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make_block_dirty(bpos - Vector3i(0, 0, 1));
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else if (rpos.z == max)
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make_block_dirty(bpos + Vector3i(0, 0, 1));
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// We might want to update blocks in corners in order to update ambient occlusion
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if (check_corners) {
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// 24------25------26
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// /| /|
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// / | / |
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// 21 | 23 |
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// / 15 / 17
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// / | / |
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// 18------19------20 |
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// | | | |
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// | 6-------7-|-----8
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// | / | /
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// 9 / 11 /
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// | 3 | 5
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// | / | / y z
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// |/ |/ |/
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// 0-------1-------2 o--x
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// I'm not good at writing piles of ifs
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static const int normals[27][3] = {
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{ -1, -1, -1 }, { 0, -1, -1 }, { 1, -1, -1 },
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{ -1, -1, 0 }, { 0, -1, 0 }, { 1, -1, 0 },
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{ -1, -1, 1 }, { 0, -1, 1 }, { 1, -1, 1 },
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{ -1, 0, -1 }, { 0, 0, -1 }, { 1, 0, -1 },
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{ -1, 0, 0 }, { 0, 0, 0 }, { 1, 0, 0 },
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{ -1, 0, 1 }, { 0, 0, 1 }, { 1, 0, 1 },
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{ -1, 1, -1 }, { 0, 1, -1 }, { 1, 1, -1 },
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{ -1, 1, 0 }, { 0, 1, 0 }, { 1, 1, 0 },
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{ -1, 1, 1 }, { 0, 1, 1 }, { 1, 1, 1 }
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};
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static const int ce_counts[27] = {
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4, 1, 4,
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1, 0, 1,
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4, 1, 4,
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1, 0, 1,
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0, 0, 0,
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1, 0, 1,
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4, 1, 4,
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1, 0, 1,
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4, 1, 4
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};
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static const int ce_indexes_lut[27][4] = {
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{ 0, 1, 3, 9 }, { 1 }, { 2, 1, 5, 11 },
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{ 3 }, {}, { 5 },
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{ 6, 3, 7, 15 }, { 7 }, { 8, 7, 5, 17 },
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{ 9 }, {}, { 11 },
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{}, {}, {},
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{ 15 }, {}, { 17 },
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{ 18, 9, 19, 21 }, { 19 }, { 20, 11, 19, 23 },
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{ 21 }, {}, { 23 },
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{ 24, 15, 21, 25 }, { 25 }, { 26, 17, 23, 25 }
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};
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int m = get_border_index(rpos.x, max) + 3 * get_border_index(rpos.z, max) + 9 * get_border_index(rpos.y, max);
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const int *ce_indexes = ce_indexes_lut[m];
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int ce_count = ce_counts[m];
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//OS::get_singleton()->print("m=%i, rpos=(%i, %i, %i)\n", m, rpos.x, rpos.y, rpos.z);
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for (int i = 0; i < ce_count; ++i) {
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// TODO Because it's about ambient occlusion across 1 voxel only,
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// we could optimize it even more by looking at neighbor voxels,
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// and discard the update if we know it won't change anything
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const int *normal = normals[ce_indexes[i]];
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Vector3i nbpos(bpos.x + normal[0], bpos.y + normal[1], bpos.z + normal[2]);
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//OS::get_singleton()->print("Corner dirty (%i, %i, %i)\n", nbpos.x, nbpos.y, nbpos.z);
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make_block_dirty(nbpos);
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}
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}
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}
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int VoxelTerrain::get_block_update_count() {
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return _block_update_queue.size();
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}
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void VoxelTerrain::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE:
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set_process(true);
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break;
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case NOTIFICATION_PROCESS:
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_process();
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break;
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case NOTIFICATION_EXIT_TREE:
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break;
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case NOTIFICATION_READY:
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// TODO This should also react to viewer movement
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make_all_view_dirty();
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break;
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default:
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break;
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}
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}
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void VoxelTerrain::_process() {
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update_blocks();
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}
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void VoxelTerrain::update_blocks() {
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OS &os = *OS::get_singleton();
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// Get viewer location
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Spatial *viewer = get_viewer(_viewer_path);
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if (viewer)
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g_viewer_block_pos = VoxelMap::voxel_to_block(viewer->get_translation());
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else
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g_viewer_block_pos = Vector3i();
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// Sort updates so nearest blocks are done first
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VOXEL_PROFILE_BEGIN("block_update_sorting")
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_block_update_queue.sort_custom<BlockUpdateComparator>();
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VOXEL_PROFILE_END("block_update_sorting")
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uint32_t time_before = os.get_ticks_msec();
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uint32_t max_time = 1000 / 120;
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// Update a bunch of blocks until none are left or too much time elapsed
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while (!_block_update_queue.empty() && (os.get_ticks_msec() - time_before) < max_time) {
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//printf("Remaining: %i\n", _block_update_queue.size());
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// TODO Move this to a thread
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// TODO Have VoxelTerrainGenerator in C++
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// Get request
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Vector3i block_pos = _block_update_queue[_block_update_queue.size() - 1];
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bool entire_block_changed = false;
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if (!_map->has_block(block_pos)) {
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// The block's data isn't loaded yet
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// Create buffer
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if (!_provider.is_null()) {
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VOXEL_PROFILE_BEGIN("voxel_buffer_creation_gen")
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Ref<VoxelBuffer> buffer_ref = Ref<VoxelBuffer>(memnew(VoxelBuffer));
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const Vector3i block_size(VoxelBlock::SIZE, VoxelBlock::SIZE, VoxelBlock::SIZE);
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buffer_ref->create(block_size.x, block_size.y, block_size.z);
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VOXEL_PROFILE_END("voxel_buffer_creation_gen")
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VOXEL_PROFILE_BEGIN("block_generation")
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// Query voxel provider
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_provider->emerge_block(buffer_ref, block_pos);
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// Check script return
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// TODO Shouldn't halt execution though, as it can bring the map in an invalid state!
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ERR_FAIL_COND(buffer_ref->get_size() != block_size);
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VOXEL_PROFILE_END("block_generation")
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// Store buffer
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_map->set_block_buffer(block_pos, buffer_ref);
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entire_block_changed = true;
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}
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}
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// Update views (mesh/collisions)
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if (entire_block_changed) {
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// All neighbors have to be checked
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Vector3i ndir;
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for (ndir.z = -1; ndir.z < 2; ++ndir.z) {
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for (ndir.x = -1; ndir.x < 2; ++ndir.x) {
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for (ndir.y = -1; ndir.y < 2; ++ndir.y) {
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Vector3i npos = block_pos + ndir;
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// TODO What if the map is really composed of empty blocks?
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if (_map->is_block_surrounded(npos)) {
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update_block_mesh(npos);
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}
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}
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}
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}
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} else {
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// Only update the block, neighbors will probably follow if needed
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update_block_mesh(block_pos);
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//OS::get_singleton()->print("Update (%i, %i, %i)\n", block_pos.x, block_pos.y, block_pos.z);
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}
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// Pop request
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_block_update_queue.resize(_block_update_queue.size() - 1);
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_dirty_blocks.erase(block_pos);
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}
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}
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static inline bool is_mesh_empty(Ref<Mesh> mesh_ref) {
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if (mesh_ref.is_null())
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return true;
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const Mesh &mesh = **mesh_ref;
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if (mesh.get_surface_count() == 0)
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return true;
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if (mesh.surface_get_array_len(0) == 0)
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return true;
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return false;
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}
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void VoxelTerrain::update_block_mesh(Vector3i block_pos) {
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VoxelBlock *block = _map->get_block(block_pos);
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if (block == NULL) {
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return;
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}
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VOXEL_PROFILE_BEGIN("voxel_buffer_creation_extract")
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// Create buffer padded with neighbor voxels
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VoxelBuffer nbuffer;
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// TODO Make the buffer re-usable
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// TODO Padding set to 3 at the moment because Transvoxel works on 2x2 cells.
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// It should change for a smarter padding (if smooth isn't used for example).
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nbuffer.create(VoxelBlock::SIZE + 3, VoxelBlock::SIZE + 3, VoxelBlock::SIZE + 3);
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VOXEL_PROFILE_END("voxel_buffer_creation_extract")
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VOXEL_PROFILE_BEGIN("block_extraction")
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_map->get_buffer_copy(VoxelMap::block_to_voxel(block_pos) - Vector3i(1, 1, 1), nbuffer, 0x3);
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VOXEL_PROFILE_END("block_extraction")
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Vector3 block_node_pos = VoxelMap::block_to_voxel(block_pos).to_vec3();
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// TODO Re-use existing meshes to optimize memory cost
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// Build cubic parts of the mesh
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Ref<ArrayMesh> mesh = _mesher->build(nbuffer, Voxel::CHANNEL_TYPE, Vector3i(0, 0, 0), nbuffer.get_size() - Vector3(1, 1, 1));
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// Build smooth parts of the mesh
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_mesher_smooth->build(nbuffer, Voxel::CHANNEL_ISOLEVEL, mesh);
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MeshInstance *mesh_instance = block->get_mesh_instance(*this);
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if (is_mesh_empty(mesh)) {
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if (mesh_instance) {
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mesh_instance->set_mesh(Ref<Mesh>());
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}
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} else {
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// The mesh exist and it has vertices
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// TODO Don't use nodes! Use servers directly, it's faster
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if (mesh_instance == NULL) {
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// Create and spawn mesh
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mesh_instance = memnew(MeshInstance);
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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 {
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// Update mesh
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VOXEL_PROFILE_BEGIN("mesh_instance_set_mesh")
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mesh_instance->set_mesh(mesh);
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VOXEL_PROFILE_END("mesh_instance_set_mesh")
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}
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if (get_tree()->is_editor_hint() == false && _generate_collisions) {
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// TODO Generate collisions using PhysicsServer
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// TODO Need to select only specific surfaces because some may not have collisions
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}
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}
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}
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//void VoxelTerrain::block_removed(VoxelBlock & block) {
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// MeshInstance * mesh_instance = block.get_mesh_instance(*this);
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// if (mesh_instance) {
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// mesh_instance->queue_delete();
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// }
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//}
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struct _VoxelTerrainRaycastContext {
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VoxelTerrain &terrain;
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//unsigned int channel_mask;
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};
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static bool _raycast_binding_predicate(Vector3i pos, void *context_ptr) {
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ERR_FAIL_COND_V(context_ptr == NULL, false);
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_VoxelTerrainRaycastContext *context = (_VoxelTerrainRaycastContext *)context_ptr;
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VoxelTerrain &terrain = context->terrain;
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//unsigned int channel = context->channel;
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Ref<VoxelMap> map = terrain.get_map();
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int v0 = map->get_voxel(pos, Voxel::CHANNEL_TYPE);
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Ref<VoxelLibrary> lib_ref = terrain.get_voxel_library();
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if (lib_ref.is_null())
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return false;
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const VoxelLibrary &lib = **lib_ref;
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if (lib.has_voxel(v0) == false)
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return false;
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const Voxel &voxel = lib.get_voxel_const(v0);
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if (voxel.is_transparent() == false)
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return true;
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int v1 = map->get_voxel(pos, Voxel::CHANNEL_ISOLEVEL);
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return v1 - 128 >= 0;
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}
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Variant VoxelTerrain::_raycast_binding(Vector3 origin, Vector3 direction, real_t max_distance) {
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|
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// TODO Transform input if the terrain is rotated (in the future it can be made a Spatial node)
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|
|
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Vector3i hit_pos;
|
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Vector3i prev_pos;
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|
|
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_VoxelTerrainRaycastContext context = { *this };
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|
|
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if (voxel_raycast(origin, direction, _raycast_binding_predicate, &context, max_distance, hit_pos, prev_pos)) {
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|
|
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Dictionary hit = Dictionary();
|
|
hit["position"] = hit_pos.to_vec3();
|
|
hit["prev_position"] = prev_pos.to_vec3();
|
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return hit;
|
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} else {
|
|
return Variant(); // Null dictionary, no alloc
|
|
}
|
|
}
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void VoxelTerrain::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_provider", "provider"), &VoxelTerrain::set_provider);
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ClassDB::bind_method(D_METHOD("get_provider"), &VoxelTerrain::get_provider);
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ClassDB::bind_method(D_METHOD("set_voxel_library", "library"), &VoxelTerrain::set_voxel_library);
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ClassDB::bind_method(D_METHOD("get_voxel_library"), &VoxelTerrain::get_voxel_library);
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ClassDB::bind_method(D_METHOD("set_view_distance", "distance_in_voxels"), &VoxelTerrain::set_view_distance);
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ClassDB::bind_method(D_METHOD("get_view_distance"), &VoxelTerrain::get_view_distance);
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|
|
|
ClassDB::bind_method(D_METHOD("get_block_update_count"), &VoxelTerrain::get_block_update_count);
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|
ClassDB::bind_method(D_METHOD("get_mesher"), &VoxelTerrain::get_mesher);
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|
|
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ClassDB::bind_method(D_METHOD("get_generate_collisions"), &VoxelTerrain::get_generate_collisions);
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ClassDB::bind_method(D_METHOD("set_generate_collisions", "enabled"), &VoxelTerrain::set_generate_collisions);
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|
|
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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);
|
|
|
|
// 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", "origin", "direction", "max_distance"), &VoxelTerrain::_raycast_binding, DEFVAL(100));
|
|
|
|
#ifdef VOXEL_PROFILING
|
|
ClassDB::bind_method(D_METHOD("get_profiling_info"), &VoxelTerrain::get_profiling_info);
|
|
#endif
|
|
|
|
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");
|
|
}
|