pandemonium_engine/modules/voxelman/world/voxel_chunk.h

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#ifndef VOXEL_CHUNK_H
#define VOXEL_CHUNK_H
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/*************************************************************************/
/* voxel_chunk.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "core/config/engine.h"
#include "core/object/resource.h"
#include "core/string/ustring.h"
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#include "core/variant/array.h"
#include "../defines.h"
#include "core/containers/pool_vector.h"
#include "core/os/mutex.h"
#include "core/os/thread.h"
#include "core/os/thread_safe.h"
#include "scene/resources/packed_scene.h"
#include "voxel_world.h"
#include "../data/voxel_light.h"
#include "../meshers/voxel_mesher.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_PROPS_ENABLED
#include "../../props/props/prop_data.h"
#endif
#include "../library/voxel_library.h"
#include "../library/voxel_surface.h"
class VoxelJob;
class VoxelWorld;
class VoxelStructure;
//TODO Remove chunk get_lod_num!
// Or make it automatic
//Also remove VoxelChunkDefault::BUILD_FLAG_CREATE_LODS
class VoxelChunk : public Resource {
GDCLASS(VoxelChunk, Resource);
_THREAD_SAFE_CLASS_
public:
enum {
VOXEL_CHUNK_STATE_OK = 0,
};
public:
bool get_is_build_threaded() const;
void set_is_build_threaded(const bool value);
bool get_process() const;
void set_process(const bool value);
bool get_physics_process() const;
void set_physics_process(const bool value);
bool get_visible() const;
void set_visible(const bool value);
bool get_is_generating() const;
void set_is_generating(const bool value);
bool is_in_tree() const;
bool get_dirty() const;
void set_dirty(const bool value);
int get_state() const;
void set_state(int value);
int get_position_x() const;
void set_position_x(const int value);
int get_position_y() const;
void set_position_y(const int value);
int get_position_z() const;
void set_position_z(const int value);
int get_size_x() const;
int get_size_y() const;
int get_size_z() const;
void set_size_x(const int value);
void set_size_y(const int value);
void set_size_z(const int value);
int get_data_size_x() const;
int get_data_size_y() const;
int get_data_size_z() const;
void set_data_size_x(const int value);
void set_data_size_y(const int value);
void set_data_size_z(const int value);
Vector3 get_position() const;
Vector3 get_size() const;
Vector3 get_world_position() const;
Vector3 get_world_size() const;
AABB get_world_aabb() const;
void set_position(const int x, const int y, const int z);
int get_margin_start() const;
int get_margin_end() const;
void set_margin_start(const int value);
void set_margin_end(const int value);
int material_cache_key_get() const;
void material_cache_key_set(const int value);
bool material_cache_key_has() const;
void material_cache_key_has_set(const bool value);
int liquid_material_cache_key_get() const;
void liquid_material_cache_key_set(const int value);
bool liquid_material_cache_key_has() const;
void liquid_material_cache_key_has_set(const bool value);
int prop_material_cache_key_get() const;
void prop_material_cache_key_set(const int value);
bool prop_material_cache_key_has() const;
void prop_material_cache_key_has_set(const bool value);
Ref<VoxelLibrary> get_library();
void set_library(const Ref<VoxelLibrary> &value);
float get_voxel_scale() const;
void set_voxel_scale(const float value);
VoxelWorld *get_voxel_world() const;
void set_voxel_world(VoxelWorld *world);
void set_voxel_world_bind(Node *world);
//Jobs
Ref<VoxelJob> job_get(const int index) const;
void job_set(const int index, const Ref<VoxelJob> &job);
void job_remove(const int index);
void job_add(const Ref<VoxelJob> &job);
int job_get_count() const;
int job_get_current_index();
void job_next();
Ref<VoxelJob> job_get_current();
//Channels
void channel_setup();
void set_size(const int size_x, const int size_y, const int size_z, const int margin_start = 0, const int margin_end = 0);
bool validate_data_position(const int x, const int y, const int z) const;
uint8_t get_voxel(const int p_x, const int p_y, const int p_z, const int p_index) const;
void set_voxel(const uint8_t p_value, const int p_x, const int p_y, const int p_z, const int p_index);
int channel_get_count() const;
void channel_set_count(const int count);
bool channel_is_allocated(const int channel_index);
void channel_ensure_allocated(const int channel_index, const uint8_t default_value = 0);
void channel_allocate(const int channel_index, const uint8_t default_value = 0);
void channel_fill(const uint8_t value, const int channel_index);
void channel_dealloc(const int channel_index);
uint8_t *channel_get(const int channel_index);
uint8_t *channel_get_valid(const int channel_index, const uint8_t default_value = 0);
PoolByteArray channel_get_array(const int channel_index) const;
void channel_set_array(const int channel_index, const PoolByteArray &array);
PoolByteArray channel_get_compressed(const int channel_index) const;
void channel_set_compressed(const int channel_index, const PoolByteArray &data);
int get_index(const int x, const int y, const int z) const;
int get_data_index(const int x, const int y, const int z) const;
int get_data_size() const;
//Voxel Structures
Ref<VoxelStructure> voxel_structure_get(const int index) const;
void voxel_structure_add(const Ref<VoxelStructure> &structure);
void voxel_structure_remove(const Ref<VoxelStructure> &structure);
void voxel_structure_remove_index(const int index);
void voxel_structure_clear();
int voxel_structure_get_count() const;
void voxel_structure_add_at_position(Ref<VoxelStructure> structure, const Vector3 &world_position);
Vector<Variant> voxel_structures_get();
void voxel_structures_set(const Vector<Variant> &structures);
//Meshing
void build();
void clear();
void finalize_build();
void _build();
//light Baking
void bake_lights();
void bake_light(Ref<VoxelLight> light);
void clear_baked_lights();
#ifdef MODULE_PROPS_ENABLED
void prop_add(const Transform &tarnsform, const Ref<PropData> &prop);
Ref<PropData> prop_get(const int index);
Transform prop_get_tarnsform(const int index);
int prop_get_count() const;
void prop_remove(const int index);
void props_clear();
#endif
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
int mesh_data_resource_addv(const Vector3 &local_data_pos, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture = Ref<Texture>(), const Color &color = Color(1, 1, 1, 1), const bool apply_voxel_scale = true);
int mesh_data_resource_add(const Transform &local_transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture = Ref<Texture>(), const Color &color = Color(1, 1, 1, 1), const bool apply_voxel_scale = true);
Ref<MeshDataResource> mesh_data_resource_get(const int index);
void mesh_data_resource_set(const int index, const Ref<MeshDataResource> &mesh);
Ref<Texture> mesh_data_resource_get_texture(const int index);
void mesh_data_resource_set_texture(const int index, const Ref<Texture> &texture);
Color mesh_data_resource_get_color(const int index);
void mesh_data_resource_set_color(const int index, const Color &color);
Rect2 mesh_data_resource_get_uv_rect(const int index);
void mesh_data_resource_set_uv_rect(const int index, const Rect2 &uv_rect);
Transform mesh_data_resource_get_transform(const int index);
void mesh_data_resource_set_transform(const int index, const Transform &transform);
bool mesh_data_resource_get_is_inside(const int index);
void mesh_data_resource_set_is_inside(const int index, const bool &inside);
int mesh_data_resource_get_count() const;
void mesh_data_resource_remove(const int index);
void mesh_data_resource_clear();
#endif
//Colliders
int collider_add(const Transform &local_transform, const Ref<Shape> &shape, const RID &shape_rid = RID(), const RID &body = RID());
Transform collider_get_transform(const int index);
void collider_set_transform(const int index, const Transform &transform);
Ref<Shape> collider_get_shape(const int index);
void collider_set_shape(const int index, const Ref<Shape> &shape);
RID collider_get_shape_rid(const int index);
void collider_set_shape_rid(const int index, const RID &rid);
RID collider_get_body(const int index);
void collider_set_body(const int index, const RID &rid);
int collider_get_count() const;
void collider_remove(const int index);
void colliders_clear();
//handlers
void enter_tree();
void exit_tree();
void process(const float delta);
void physics_process(const float delta);
void world_transform_changed();
void visibility_changed(const bool visible);
void world_light_added(const Ref<VoxelLight> &light);
void world_light_removed(const Ref<VoxelLight> &light);
void generation_process(const float delta);
void generation_physics_process(const float delta);
Transform get_transform() const;
void set_transform(const Transform &transform);
Transform get_global_transform() const;
Vector3 to_local(Vector3 p_global) const;
Vector3 to_global(Vector3 p_local) const;
VoxelChunk();
~VoxelChunk();
protected:
virtual void _enter_tree();
virtual void _exit_tree();
virtual void _generation_process(const float delta);
virtual void _generation_physics_process(const float delta);
protected:
#ifdef MODULE_PROPS_ENABLED
struct PropDataStore {
Transform transform;
Ref<PropData> prop;
};
#endif
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
struct MeshDataResourceEntry {
Ref<MeshDataResource> mesh;
Ref<Texture> texture;
Color color;
Rect2 uv_rect;
Transform transform;
bool is_inside;
};
#endif
struct ColliderBody {
Transform transform;
RID body;
Ref<Shape> shape;
RID shape_rid;
};
protected:
virtual void _world_transform_changed();
/*
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
*/
static void _bind_methods();
bool _is_build_threaded;
bool _is_processing;
bool _is_phisics_processing;
bool _is_visible;
bool _is_generating;
bool _dirty;
int _state;
bool _is_in_tree;
VoxelWorld *_voxel_world;
int _position_x;
int _position_y;
int _position_z;
int _size_x;
int _size_y;
int _size_z;
int _data_size_x;
int _data_size_y;
int _data_size_z;
int _margin_start;
int _margin_end;
int _material_cache_key;
bool _material_cache_key_has;
int _liquid_material_cache_key;
bool _liquid_material_cache_key_has;
int _prop_material_cache_key;
bool _prop_material_cache_key_has;
Vector<uint8_t *> _channels;
float _voxel_scale;
int _current_job;
Vector<Ref<VoxelJob>> _jobs;
Ref<VoxelLibrary> _library;
Vector<Ref<VoxelStructure>> _voxel_structures;
#ifdef MODULE_PROPS_ENABLED
Vector<PropDataStore> _props;
#endif
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
Vector<MeshDataResourceEntry> _mesh_data_resources;
#endif
Vector<ColliderBody> _colliders;
Transform _transform;
bool _abort_build;
bool _queued_generation;
};
#endif