mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
284 lines
7.9 KiB
C++
284 lines
7.9 KiB
C++
#include "voxel.h"
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#include "meshers/blocky/voxel_mesher_blocky.h" // TODO Only required because of MAX_MATERIALS... could be enough inverting that dependency
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#include "voxel_library.h"
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#define STRLEN(x) (sizeof(x) / sizeof(x[0]))
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Voxel::Voxel() :
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_library(0),
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_id(-1),
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_material_id(0),
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_is_transparent(false),
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_color(1.f, 1.f, 1.f),
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_geometry_type(GEOMETRY_NONE),
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_cube_geometry_padding_y(0) {}
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static Cube::Side name_to_side(const String &s) {
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if (s == "left")
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return Cube::SIDE_LEFT;
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if (s == "right")
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return Cube::SIDE_RIGHT;
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if (s == "top")
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return Cube::SIDE_TOP;
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if (s == "bottom")
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return Cube::SIDE_BOTTOM;
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if (s == "front")
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return Cube::SIDE_FRONT;
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if (s == "back")
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return Cube::SIDE_BACK;
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return Cube::SIDE_COUNT; // Invalid
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}
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bool Voxel::_set(const StringName &p_name, const Variant &p_value) {
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String name = p_name;
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// TODO Eventualy these could be Rect2 for maximum flexibility?
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if (name.begins_with("cube_tiles/")) {
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String s = name.substr(STRLEN("cube_tiles/") - 1, name.length());
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Cube::Side side = name_to_side(s);
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if (side != Cube::SIDE_COUNT) {
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Vector2 v = p_value;
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set_cube_uv_side(side, v);
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return true;
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}
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} else if (name == "cube_geometry/padding_y") {
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_cube_geometry_padding_y = p_value;
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set_cube_geometry(_cube_geometry_padding_y);
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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 Voxel::_get(const StringName &p_name, Variant &r_ret) const {
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String name = p_name;
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if (name.begins_with("cube_tiles/")) {
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String s = name.substr(STRLEN("cube_tiles/") - 1, name.length());
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Cube::Side side = name_to_side(s);
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if (side != Cube::SIDE_COUNT) {
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r_ret = _cube_tiles[side];
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return true;
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}
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} else if (name == "cube_geometry/padding_y") {
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r_ret = _cube_geometry_padding_y;
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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 Voxel::_get_property_list(List<PropertyInfo> *p_list) const {
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if (_geometry_type == GEOMETRY_CUBE) {
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p_list->push_back(PropertyInfo(Variant::REAL, "cube_geometry/padding_y"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/left"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/right"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/bottom"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/top"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/back"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/front"));
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}
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}
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Ref<Voxel> Voxel::set_voxel_name(String name) {
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_name = name;
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return Ref<Voxel>(this);
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}
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Ref<Voxel> Voxel::set_id(int id) {
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ERR_FAIL_COND_V(id < 0 || id >= 256, Ref<Voxel>(this));
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// Cannot modify ID after creation
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ERR_FAIL_COND_V(_id != -1, Ref<Voxel>(this));
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_id = id;
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return Ref<Voxel>(this);
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}
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Ref<Voxel> Voxel::set_color(Color color) {
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_color = color;
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return Ref<Voxel>(this);
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}
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Ref<Voxel> Voxel::set_material_id(unsigned int id) {
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ERR_FAIL_COND_V(id >= VoxelMesherBlocky::MAX_MATERIALS, Ref<Voxel>(this));
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_material_id = id;
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return Ref<Voxel>(this);
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}
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Ref<Voxel> Voxel::set_transparent(bool t) {
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_is_transparent = t;
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return Ref<Voxel>(this);
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}
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void Voxel::set_geometry_type(GeometryType type) {
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_geometry_type = type;
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switch (_geometry_type) {
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case GEOMETRY_NONE: {
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// Clear all geometry
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_model_positions.resize(0);
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_model_normals.resize(0);
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_model_uvs.resize(0);
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_model_indices.resize(0);
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for (int side = 0; side < Cube::SIDE_COUNT; ++side) {
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_model_side_positions[side].resize(0);
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_model_side_uvs[side].resize(0);
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_model_side_indices[side].resize(0);
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}
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} break;
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case GEOMETRY_CUBE:
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set_cube_geometry(_cube_geometry_padding_y);
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update_cube_uv_sides();
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break;
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default:
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print_line("Wtf? Unknown geometry type");
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break;
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}
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}
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Voxel::GeometryType Voxel::get_geometry_type() const {
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return _geometry_type;
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}
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void Voxel::set_library(Ref<VoxelLibrary> lib) {
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if (lib.is_null())
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_library = 0;
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else
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_library = lib->get_instance_id();
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// Update model UVs because atlas size is defined by the library
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update_cube_uv_sides();
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}
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VoxelLibrary *Voxel::get_library() const {
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if (_library == 0)
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return NULL;
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Object *v = ObjectDB::get_instance(_library);
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if (v)
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return Object::cast_to<VoxelLibrary>(v);
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return NULL;
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}
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Ref<Voxel> Voxel::set_cube_geometry(float sy) {
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sy = 1.0 + sy;
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for (unsigned int side = 0; side < Cube::SIDE_COUNT; ++side) {
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{
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_model_side_positions[side].resize(4);
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PoolVector<Vector3>::Write w = _model_side_positions[side].write();
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for (unsigned int i = 0; i < 4; ++i) {
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int corner = Cube::g_side_corners[side][i];
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Vector3 p = Cube::g_corner_position[corner];
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if (p.y > 0.9)
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p.y = sy;
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w[i] = p;
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}
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}
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{
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_model_side_indices[side].resize(6);
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PoolVector<int>::Write w = _model_side_indices[side].write();
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for (unsigned int i = 0; i < 6; ++i) {
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w[i] = Cube::g_side_quad_triangles[side][i];
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}
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}
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}
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return Ref<Voxel>(this);
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}
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void Voxel::set_cube_uv_side(int side, Vector2 tile_pos) {
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_cube_tiles[side] = tile_pos;
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// TODO Better have a dirty flag, otherwise UVs will be needlessly updated at least 6 times everytime a Voxel resource is loaded!
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update_cube_uv_sides();
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}
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void Voxel::update_cube_uv_sides() {
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VoxelLibrary *library = get_library();
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//ERR_FAIL_COND(library == NULL);
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if (library == NULL) {
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// Not an error, the Voxel might have been created before the library, and can't be used without anyways
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print_line("VoxelLibrary not set yet");
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return;
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}
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float e = 0.001;
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// Winding is the same as the one chosen in Cube:: vertices
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// I am confused. I read in at least 3 OpenGL tutorials that texture coordinates start at bottom-left (0,0).
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// But even though Godot is said to follow OpenGL's convention, the engine starts at top-left!
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const Vector2 uv[4] = {
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Vector2(e, 1.f - e),
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Vector2(1.f - e, 1.f - e),
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Vector2(1.f - e, e),
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Vector2(e, e),
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};
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float atlas_size = (float)library->get_atlas_size();
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CRASH_COND(atlas_size <= 0);
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float s = 1.0 / atlas_size;
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for (unsigned int side = 0; side < Cube::SIDE_COUNT; ++side) {
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_model_side_uvs[side].resize(4);
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PoolVector<Vector2>::Write w = _model_side_uvs[side].write();
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for (unsigned int i = 0; i < 4; ++i) {
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w[i] = (_cube_tiles[side] + uv[i]) * s;
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}
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}
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}
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//Ref<Voxel> Voxel::set_xquad_geometry(Vector2 atlas_pos) {
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// // TODO
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// return Ref<Voxel>(this);
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//}
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void Voxel::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_voxel_name", "name"), &Voxel::set_voxel_name);
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ClassDB::bind_method(D_METHOD("get_voxel_name"), &Voxel::get_voxel_name);
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ClassDB::bind_method(D_METHOD("set_id", "id"), &Voxel::set_id);
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ClassDB::bind_method(D_METHOD("get_id"), &Voxel::get_id);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &Voxel::set_color);
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ClassDB::bind_method(D_METHOD("get_color"), &Voxel::get_color);
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ClassDB::bind_method(D_METHOD("set_transparent", "transparent"), &Voxel::set_transparent, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("is_transparent"), &Voxel::is_transparent);
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ClassDB::bind_method(D_METHOD("set_material_id", "id"), &Voxel::set_material_id);
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ClassDB::bind_method(D_METHOD("get_material_id"), &Voxel::get_material_id);
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ClassDB::bind_method(D_METHOD("set_geometry_type", "type"), &Voxel::set_geometry_type);
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ClassDB::bind_method(D_METHOD("get_geometry_type"), &Voxel::get_geometry_type);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "voxel_name"), "set_name", "get_name");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent"), "set_transparent", "is_transparent");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "material_id"), "set_material_id", "get_material_id");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "geometry_type", PROPERTY_HINT_ENUM, "None,Cube"), "set_geometry_type", "get_geometry_type");
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BIND_ENUM_CONSTANT(GEOMETRY_NONE);
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BIND_ENUM_CONSTANT(GEOMETRY_CUBE);
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BIND_ENUM_CONSTANT(GEOMETRY_MAX);
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BIND_ENUM_CONSTANT(CHANNEL_TYPE)
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BIND_ENUM_CONSTANT(CHANNEL_ISOLEVEL)
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BIND_ENUM_CONSTANT(CHANNEL_DATA)
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}
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