pandemonium_engine/modules/terraman/world/default/terrain_chunk_default.cpp

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/*
Copyright (c) 2019-2022 Péter Magyar
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.
*/
#include "terrain_chunk_default.h"
#include "../../defines.h"
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#include "servers/physics_server.h"
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#include "servers/rendering_server.h"
#include "../../../opensimplex/open_simplex_noise.h"
#include "../../meshers/default/terrain_mesher_default.h"
#include "../terrain_world.h"
#include "../jobs/terrain_job.h"
#include "terrain_world_default.h"
#include "../jobs/terrain_light_job.h"
#include "../jobs/terrain_prop_job.h"
#include "../jobs/terrain_terrain_job.h"
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#include "scene/resources/world_3d.h"
const String TerrainChunkDefault::BINDING_STRING_BUILD_FLAGS = "Use Isolevel,Use Lighting,Use AO,Use RAO,Generate AO,Generate RAO,Bake Lights,Create Collider,Create Lods";
_FORCE_INLINE_ int TerrainChunkDefault::get_build_flags() const {
return _build_flags;
}
_FORCE_INLINE_ void TerrainChunkDefault::set_build_flags(const int flags) {
_build_flags = flags;
}
bool TerrainChunkDefault::get_lights_dirty() const {
return _lights_dirty;
}
void TerrainChunkDefault::set_lights_dirty(const bool value) {
_lights_dirty = value;
}
int TerrainChunkDefault::get_lod_num() const {
return _lod_num;
}
void TerrainChunkDefault::set_lod_num(const int value) {
_lod_num = value;
}
int TerrainChunkDefault::get_current_lod_level() const {
return _current_lod_level;
}
void TerrainChunkDefault::set_current_lod_level(const int value) {
_current_lod_level = value;
if ((_build_flags & BUILD_FLAG_CREATE_LODS) == 0)
return;
if (_current_lod_level < 0)
_current_lod_level = 0;
int lod_num = mesh_rid_get_count(MESH_INDEX_TERRAIN, MESH_TYPE_INDEX_MESH_INSTANCE);
if (_current_lod_level > lod_num)
_current_lod_level = lod_num;
for (int i = 0; i < lod_num; ++i) {
bool vis = false;
if (i == _current_lod_level)
vis = true;
RID rid = mesh_rid_get_index(MESH_INDEX_TERRAIN, MESH_TYPE_INDEX_MESH_INSTANCE, i);
if (rid != RID())
RenderingServer::get_singleton()->instance_set_visible(rid, vis);
rid = mesh_rid_get_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH_INSTANCE, i);
if (rid != RID())
RenderingServer::get_singleton()->instance_set_visible(rid, vis);
}
}
void TerrainChunkDefault::emit_build_finished() {
emit_signal("mesh_generation_finished", this);
if (_voxel_world != NULL) {
_voxel_world->on_chunk_mesh_generation_finished(this);
}
}
//Meshes
Dictionary TerrainChunkDefault::mesh_rids_get() {
return _rids;
}
void TerrainChunkDefault::mesh_rids_set(const Dictionary &rids) {
_rids = rids;
}
RID TerrainChunkDefault::mesh_rid_get(const int mesh_index, const int mesh_type_index) {
if (!_rids.has(mesh_index))
return RID();
Dictionary m = _rids[mesh_index];
if (!m.has(mesh_type_index))
return RID();
Variant v = m[mesh_type_index];
if (v.get_type() != Variant::RID)
return RID();
return v;
}
void TerrainChunkDefault::mesh_rid_set(const int mesh_index, const int mesh_type_index, RID value) {
if (!_rids.has(mesh_index))
_rids[mesh_index] = Dictionary();
Dictionary m = _rids[mesh_index];
if (!m.has(mesh_type_index)) {
m[mesh_type_index] = value;
_rids[mesh_index] = m;
return;
}
Variant v = m[mesh_type_index];
ERR_FAIL_COND(v.get_type() != Variant::RID);
m[mesh_type_index] = value;
_rids[mesh_index] = m;
}
RID TerrainChunkDefault::mesh_rid_get_index(const int mesh_index, const int mesh_type_index, const int index) {
if (!_rids.has(mesh_index))
return RID();
Dictionary m = _rids[mesh_index];
if (!m.has(mesh_type_index))
return RID();
Variant v = m[mesh_type_index];
if (v.get_type() != Variant::ARRAY)
return RID();
Array arr = v;
ERR_FAIL_INDEX_V(index, arr.size(), RID());
return arr[index];
}
void TerrainChunkDefault::mesh_rid_set_index(const int mesh_index, const int mesh_type_index, const int index, RID value) {
if (!_rids.has(mesh_index))
_rids[mesh_index] = Dictionary();
Dictionary m = _rids[mesh_index];
if (!m.has(mesh_type_index)) {
Array arr;
arr.resize(index + 1);
arr[index] = value;
m[mesh_type_index] = arr;
_rids[mesh_index] = m;
return;
}
Variant v = m[mesh_type_index];
ERR_FAIL_COND(v.get_type() != Variant::ARRAY);
Array arr = m[mesh_type_index];
if (arr.size() <= index)
arr.resize(index + 1);
arr[index] = value;
m[mesh_type_index] = arr;
_rids[mesh_index] = m;
}
int TerrainChunkDefault::mesh_rid_get_count(const int mesh_index, const int mesh_type_index) {
if (!_rids.has(mesh_index))
return 0;
Dictionary m = _rids[mesh_index];
if (!m.has(mesh_type_index))
return 0;
Variant v = m[mesh_type_index];
if (v.get_type() != Variant::ARRAY)
return 0;
Array arr = v;
return arr.size();
}
void TerrainChunkDefault::mesh_rids_clear(const int mesh_index, const int mesh_type_index) {
if (!_rids.has(mesh_index))
return;
Dictionary m = _rids[mesh_index];
if (!m.has(mesh_type_index))
return;
m.erase(mesh_type_index);
}
Array TerrainChunkDefault::meshes_get(const int mesh_index, const int mesh_type_index) {
if (!_rids.has(mesh_index))
return Array();
Dictionary m = _rids[mesh_index];
if (!m.has(mesh_type_index))
return Array();
Variant v = m[mesh_type_index];
if (v.get_type() != Variant::ARRAY)
return Array();
return v;
}
void TerrainChunkDefault::meshes_set(const int mesh_index, const int mesh_type_index, const Array &meshes) {
if (!_rids.has(mesh_index))
_rids[mesh_index] = Dictionary();
Dictionary m = _rids[mesh_index];
m[mesh_type_index] = meshes;
_rids[mesh_index] = m;
}
bool TerrainChunkDefault::meshes_has(const int mesh_index, const int mesh_type_index) {
if (!_rids.has(mesh_index))
return false;
Dictionary m = _rids[mesh_index];
if (!m.has(mesh_type_index))
return false;
return true;
}
void TerrainChunkDefault::rids_clear() {
_rids.clear();
}
void TerrainChunkDefault::rids_free() {
List<Variant> keys;
_rids.get_key_list(&keys);
for (List<Variant>::Element *E = keys.front(); E; E = E->next()) {
Variant v = E->get();
if (v.get_type() != Variant::INT)
continue;
free_index(v);
}
}
void TerrainChunkDefault::meshes_create(const int mesh_index, const int mesh_count) {
ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(!get_library().is_valid());
if (!_rids.has(mesh_index))
_rids[mesh_index] = Dictionary();
Dictionary m = _rids[mesh_index];
ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_MESH));
ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_MESH_INSTANCE));
Array am;
Array ami;
for (int i = 0; i < mesh_count; ++i) {
RID mesh_instance_rid = RS::get_singleton()->instance_create();
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if (get_voxel_world()->get_world().is_valid())
RS::get_singleton()->instance_set_scenario(mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
RID mesh_rid = RS::get_singleton()->mesh_create();
RS::get_singleton()->instance_set_base(mesh_instance_rid, mesh_rid);
RS::get_singleton()->instance_set_transform(mesh_instance_rid, get_transform());
if (i != 0)
RS::get_singleton()->instance_set_visible(mesh_instance_rid, false);
am.push_back(mesh_rid);
ami.push_back(mesh_instance_rid);
}
m[MESH_TYPE_INDEX_MESH] = am;
m[MESH_TYPE_INDEX_MESH_INSTANCE] = ami;
_rids[mesh_index] = m;
}
void TerrainChunkDefault::meshes_free(const int mesh_index) {
if (!_rids.has(mesh_index))
return;
Dictionary m = _rids[mesh_index];
RID rid;
if (m.has(MESH_TYPE_INDEX_MESH)) {
Array a = m[MESH_TYPE_INDEX_MESH];
for (int i = 0; i < a.size(); ++i) {
RID r = a[i];
if (r != rid) {
RS::get_singleton()->free(r);
}
}
}
if (m.has(MESH_TYPE_INDEX_MESH_INSTANCE)) {
Array a = m[MESH_TYPE_INDEX_MESH_INSTANCE];
for (int i = 0; i < a.size(); ++i) {
RID r = a[i];
if (r != rid) {
RS::get_singleton()->free(r);
}
}
}
m.erase(MESH_TYPE_INDEX_MESH);
m.erase(MESH_TYPE_INDEX_MESH_INSTANCE);
}
void TerrainChunkDefault::colliders_create(const int mesh_index, const int layer_mask) {
ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(PhysicsServer::get_singleton()->is_flushing_queries());
//ERR_FAIL_COND(!get_voxel_world()->is_inside_tree());
if (!_rids.has(mesh_index))
_rids[mesh_index] = Dictionary();
Dictionary m = _rids[mesh_index];
ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_BODY));
ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_SHAPE));
RID shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
RID body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
PhysicsServer::get_singleton()->body_set_collision_layer(body_rid, layer_mask);
PhysicsServer::get_singleton()->body_set_collision_mask(body_rid, layer_mask);
PhysicsServer::get_singleton()->body_add_shape(body_rid, shape_rid);
PhysicsServer::get_singleton()->body_set_state(body_rid, PhysicsServer::BODY_STATE_TRANSFORM, get_transform());
if (get_voxel_world()->is_inside_tree() && get_voxel_world()->is_inside_world()) {
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Ref<World3D> world = get_voxel_world()->get_world();
if (world.is_valid() && world->get_space() != RID())
PhysicsServer::get_singleton()->body_set_space(body_rid, world->get_space());
}
m[MESH_TYPE_INDEX_BODY] = body_rid;
m[MESH_TYPE_INDEX_SHAPE] = shape_rid;
_rids[mesh_index] = m;
}
void TerrainChunkDefault::colliders_create_area(const int mesh_index, const int layer_mask) {
ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(PhysicsServer::get_singleton()->is_flushing_queries());
if (!_rids.has(mesh_index))
_rids[mesh_index] = Dictionary();
Dictionary m = _rids[mesh_index];
ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_AREA));
ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_SHAPE));
RID shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
RID area_rid = PhysicsServer::get_singleton()->area_create();
PhysicsServer::get_singleton()->area_attach_object_instance_id(area_rid, _voxel_world->get_instance_id());
PhysicsServer::get_singleton()->area_set_param(area_rid, PhysicsServer::AREA_PARAM_GRAVITY, 9.8);
PhysicsServer::get_singleton()->area_set_param(area_rid, PhysicsServer::AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0));
//PhysicsServer::get_singleton()->area_set_monitor_callback(area_rid, this, "_body_area_inout");
//PhysicsServer::get_singleton()->area_set_area_monitor_callback(area_rid, this, "_body_area_area_inout");
//PhysicsServer::get_singleton()->area_set_monitorable(area_rid, true);
PhysicsServer::get_singleton()->area_set_collision_layer(area_rid, layer_mask);
PhysicsServer::get_singleton()->area_set_collision_mask(area_rid, layer_mask);
if (get_voxel_world()->is_inside_tree() && get_voxel_world()->is_inside_world()) {
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Ref<World3D> world = get_voxel_world()->get_world();
if (world.is_valid() && world->get_space() != RID())
PhysicsServer::get_singleton()->area_set_space(area_rid, world->get_space());
}
PhysicsServer::get_singleton()->area_add_shape(area_rid, shape_rid, get_transform());
m[MESH_TYPE_INDEX_AREA] = area_rid;
m[MESH_TYPE_INDEX_SHAPE] = shape_rid;
_rids[mesh_index] = m;
}
void TerrainChunkDefault::colliders_free(const int mesh_index) {
if (!_rids.has(mesh_index))
return;
Dictionary m = _rids[mesh_index];
RID rid;
if (m.has(MESH_TYPE_INDEX_SHAPE)) {
RID r = m[MESH_TYPE_INDEX_SHAPE];
PhysicsServer::get_singleton()->free(r);
}
if (m.has(MESH_TYPE_INDEX_BODY)) {
RID r = m[MESH_TYPE_INDEX_BODY];
PhysicsServer::get_singleton()->free(r);
}
m.erase(MESH_TYPE_INDEX_SHAPE);
m.erase(MESH_TYPE_INDEX_BODY);
_rids[mesh_index] = m;
}
void TerrainChunkDefault::free_index(const int mesh_index) {
meshes_free(mesh_index);
colliders_free(mesh_index);
}
void TerrainChunkDefault::update_transforms() {
RID empty_rid;
Transform t = get_transform();
List<Variant> keys;
_rids.get_key_list(&keys);
for (List<Variant>::Element *E = keys.front(); E; E = E->next()) {
Variant v = E->get();
if (v.get_type() != Variant::INT)
continue;
Dictionary d = _rids[v];
if (d.has(MESH_TYPE_INDEX_MESH_INSTANCE)) {
Array arr = d[MESH_TYPE_INDEX_MESH_INSTANCE];
for (int i = 0; i < arr.size(); ++i) {
RID rid = arr[i];
if (rid != empty_rid)
RS::get_singleton()->instance_set_transform(rid, get_transform());
}
}
if (d.has(MESH_TYPE_INDEX_BODY)) {
RID rid = d[MESH_TYPE_INDEX_BODY];
if (rid != empty_rid)
PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, t);
}
if (d.has(MESH_TYPE_INDEX_AREA)) {
RID rid = d[MESH_TYPE_INDEX_AREA];
if (rid != empty_rid)
PhysicsServer::get_singleton()->area_set_shape_transform(rid, 0, t);
}
}
for (int i = 0; i < collider_get_count(); ++i) {
PhysicsServer::get_singleton()->body_set_state(collider_get_body(i), PhysicsServer::BODY_STATE_TRANSFORM, get_transform() * collider_get_transform(i));
}
if (_debug_mesh_instance != RID()) {
RS::get_singleton()->instance_set_transform(_debug_mesh_instance, get_transform());
}
}
//Lights
Ref<TerrainLight> TerrainChunkDefault::get_light(const int index) {
ERR_FAIL_INDEX_V(index, _lights.size(), Ref<TerrainLight>());
return _lights.get(index);
}
int TerrainChunkDefault::get_light_count() const {
return _lights.size();
}
void TerrainChunkDefault::debug_mesh_allocate() {
if (_debug_mesh_rid == RID()) {
_debug_mesh_rid = RenderingServer::get_singleton()->mesh_create();
}
if (_debug_mesh_instance == RID()) {
_debug_mesh_instance = RenderingServer::get_singleton()->instance_create();
if (get_voxel_world() && get_voxel_world()->get_world().is_valid()) {
RS::get_singleton()->instance_set_scenario(_debug_mesh_instance, get_voxel_world()->get_world()->get_scenario());
}
RS::get_singleton()->instance_set_base(_debug_mesh_instance, _debug_mesh_rid);
RS::get_singleton()->instance_set_transform(_debug_mesh_instance, get_transform());
RS::get_singleton()->instance_set_visible(_debug_mesh_instance, true);
}
}
void TerrainChunkDefault::debug_mesh_free() {
if (_debug_mesh_instance != RID()) {
RenderingServer::get_singleton()->free(_debug_mesh_instance);
}
if (_debug_mesh_rid != RID()) {
RenderingServer::get_singleton()->free(_debug_mesh_rid);
}
}
bool TerrainChunkDefault::debug_mesh_has() {
return _debug_mesh_rid != RID();
}
void TerrainChunkDefault::debug_mesh_clear() {
if (_debug_mesh_rid != RID()) {
RenderingServer::get_singleton()->mesh_clear(_debug_mesh_rid);
}
}
void TerrainChunkDefault::debug_mesh_array_clear() {
_debug_mesh_array.resize(0);
}
void TerrainChunkDefault::debug_mesh_add_vertices_to(const PoolVector3Array &arr) {
_debug_mesh_array.append_array(arr);
if (_debug_mesh_array.size() % 2 == 1) {
_debug_mesh_array.append(_debug_mesh_array[_debug_mesh_array.size() - 1]);
}
}
void TerrainChunkDefault::debug_mesh_send() {
debug_mesh_allocate();
debug_mesh_clear();
if (_debug_mesh_array.size() == 0)
return;
SceneTree *st = SceneTree::get_singleton();
Array arr;
arr.resize(RenderingServer::ARRAY_MAX);
arr[RenderingServer::ARRAY_VERTEX] = _debug_mesh_array;
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(_debug_mesh_rid, RenderingServer::PRIMITIVE_LINES, arr);
if (st) {
RenderingServer::get_singleton()->mesh_surface_set_material(_debug_mesh_rid, 0, SceneTree::get_singleton()->get_debug_collision_material()->get_rid());
}
debug_mesh_array_clear();
}
void TerrainChunkDefault::draw_cross_voxels(Vector3 pos) {
pos *= _voxel_scale;
int size = _debug_mesh_array.size();
_debug_mesh_array.resize(_debug_mesh_array.size() + 6);
_debug_mesh_array.set(size, pos + Vector3(0, 0, -0.2));
_debug_mesh_array.set(size + 1, pos + Vector3(0, 0, 0.2));
_debug_mesh_array.set(size + 2, pos + Vector3(0, -0.2, 0));
_debug_mesh_array.set(size + 3, pos + Vector3(0, 0.2, 0));
_debug_mesh_array.set(size + 4, pos + Vector3(-0.2, 0, 0));
_debug_mesh_array.set(size + 5, pos + Vector3(0.2, 0, 0));
}
void TerrainChunkDefault::draw_cross_voxels_fill(Vector3 pos, float fill) {
pos *= _voxel_scale;
int size = _debug_mesh_array.size();
_debug_mesh_array.resize(_debug_mesh_array.size() + 6);
_debug_mesh_array.set(size, pos + Vector3(0, 0, -0.2 * fill));
_debug_mesh_array.set(size + 1, pos + Vector3(0, 0, 0.2 * fill));
_debug_mesh_array.set(size + 2, pos + Vector3(0, -0.2 * fill, 0));
_debug_mesh_array.set(size + 3, pos + Vector3(0, 0.2 * fill, 0));
_debug_mesh_array.set(size + 4, pos + Vector3(-0.2 * fill, 0, 0));
_debug_mesh_array.set(size + 5, pos + Vector3(0.2 * fill, 0, 0));
}
void TerrainChunkDefault::draw_debug_voxels(int max, Color color) {
if (!debug_mesh_has()) {
debug_mesh_allocate();
}
//debug_mesh_array_clear();
//_debug_drawer->begin(Mesh::PRIMITIVE_LINES);
int a = 0;
int64_t sx = static_cast<int64_t>(_size_x);
int64_t sz = static_cast<int64_t>(_size_z);
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for (int z = 0; z < sz; ++z) {
for (int x = 0; x < sx; ++x) {
int type = get_voxel(x, z, TerrainChunkDefault::DEFAULT_CHANNEL_TYPE);
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if (type == 0) {
continue;
}
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draw_cross_voxels_fill(Vector3(x, get_voxel(x, z, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL), z), get_voxel(x, z, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL) / 255.0 * get_voxel_scale() * 2.0);
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++a;
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if (a > max) {
break;
}
}
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}
debug_mesh_send();
}
void TerrainChunkDefault::draw_debug_voxel_lights() {
if (!debug_mesh_has()) {
debug_mesh_allocate();
}
//debug_mesh_array_clear();
//_debug_drawer->begin(Mesh::PrimitiveType::PRIMITIVE_LINES);
for (int i = 0; i < _lights.size(); ++i) {
Ref<TerrainLight> v = _lights[i];
int pos_x = v->get_world_position_x() - (_size_x * _position_x);
int pos_z = v->get_world_position_z() - (_size_z * _position_z);
draw_cross_voxels_fill(Vector3(pos_x, 0, pos_z), 1.0);
}
debug_mesh_send();
}
void TerrainChunkDefault::draw_debug_mdr_colliders() {
if (!debug_mesh_has()) {
debug_mesh_allocate();
}
for (int i = 0; i < collider_get_count(); ++i) {
Ref<Shape> shape = collider_get_shape(i);
if (!shape.is_valid())
continue;
Transform t = collider_get_transform(i);
shape->add_vertices_to_array(_debug_mesh_array, t);
}
}
void TerrainChunkDefault::_visibility_changed(bool visible) {
if (visible) {
set_current_lod_level(_current_lod_level);
return;
}
int lod_num = mesh_rid_get_count(MESH_INDEX_TERRAIN, MESH_TYPE_INDEX_MESH_INSTANCE);
for (int i = 0; i < lod_num; ++i) {
RID rid = mesh_rid_get_index(MESH_INDEX_TERRAIN, MESH_TYPE_INDEX_MESH_INSTANCE, i);
if (rid != RID())
RenderingServer::get_singleton()->instance_set_visible(rid, false);
rid = mesh_rid_get_index(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_MESH_INSTANCE, i);
if (rid != RID())
RenderingServer::get_singleton()->instance_set_visible(rid, false);
rid = mesh_rid_get_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH_INSTANCE, i);
if (rid != RID())
RenderingServer::get_singleton()->instance_set_visible(rid, false);
}
}
void TerrainChunkDefault::_exit_tree() {
TerrainChunk::_exit_tree();
if (!_is_generating) {
rids_free();
rids_clear();
}
}
void TerrainChunkDefault::_world_transform_changed() {
TerrainChunk::_world_transform_changed();
update_transforms();
}
//Lights
void TerrainChunkDefault::_bake_lights() {
clear_baked_lights();
for (int i = 0; i < _lights.size(); ++i) {
bake_light(_lights.get(i));
}
}
void TerrainChunkDefault::_bake_light(Ref<TerrainLight> light) {
ERR_FAIL_COND(!light.is_valid());
Color color = light->get_color();
int size = light->get_size();
int local_x = light->get_world_position_x() - (_position_x * _size_x);
int local_y = light->get_world_position_y();
int local_z = light->get_world_position_z() - (_position_z * _size_z);
ERR_FAIL_COND(size < 0);
int64_t dsx = static_cast<int64_t>(_data_size_x);
int64_t dsy = static_cast<int64_t>(_world_height);
int64_t dsz = static_cast<int64_t>(_data_size_z);
uint8_t *channel_color_r = channel_get(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
uint8_t *channel_color_g = channel_get(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
uint8_t *channel_color_b = channel_get(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
ERR_FAIL_COND(channel_color_r == NULL || channel_color_g == NULL || channel_color_b == NULL);
for (int y = local_y - size; y <= local_y + size; ++y) {
if (y < 0 || y >= dsy)
continue;
for (int z = local_z - size; z <= local_z + size; ++z) {
if (z < 0 || z >= dsz)
continue;
for (int x = local_x - size; x <= local_x + size; ++x) {
if (x < 0 || x >= dsx)
continue;
int lx = x - local_x;
int ly = y - local_y;
int lz = z - local_z;
float str = size - (((float)lx * lx + ly * ly + lz * lz));
str /= size;
if (str < 0)
continue;
int index = get_data_index(x, z);
int r = color.r * str * 255.0;
int g = color.g * str * 255.0;
int b = color.b * str * 255.0;
r += channel_color_r[index];
g += channel_color_g[index];
b += channel_color_b[index];
if (r > 255)
r = 255;
if (g > 255)
g = 255;
if (b > 255)
b = 255;
channel_color_r[index] = r;
channel_color_g[index] = g;
channel_color_b[index] = b;
}
}
}
}
void TerrainChunkDefault::_clear_baked_lights() {
channel_fill(0, DEFAULT_CHANNEL_LIGHT_COLOR_R);
channel_fill(0, DEFAULT_CHANNEL_LIGHT_COLOR_G);
channel_fill(0, DEFAULT_CHANNEL_LIGHT_COLOR_B);
}
void TerrainChunkDefault::_world_light_added(const Ref<TerrainLight> &light) {
_lights.push_back(light);
set_lights_dirty(true);
}
void TerrainChunkDefault::_world_light_removed(const Ref<TerrainLight> &light) {
int index = _lights.find(light);
if (index != -1) {
_lights.remove(index);
set_lights_dirty(true);
}
}
void TerrainChunkDefault::free_chunk() {
rids_free();
}
void TerrainChunkDefault::_finalize_build() {
ERR_FAIL_COND(!_library.is_valid());
#if TOOLS_ENABLED
if (_debug_mesh_array.size() > 0) {
debug_mesh_send();
}
#endif
set_current_lod_level(get_current_lod_level());
call_deferred("update_transforms");
}
TerrainChunkDefault::TerrainChunkDefault() {
_abort_build = false;
_enabled = true;
_lod_num = 3;
_current_lod_level = 0;
_build_flags = BUILD_FLAG_CREATE_COLLIDER | BUILD_FLAG_CREATE_LODS;
}
TerrainChunkDefault::~TerrainChunkDefault() {
_abort_build = true;
_lights.clear();
debug_mesh_free();
rids_free();
rids_clear();
}
void TerrainChunkDefault::_channel_setup() {
channel_set_count(MAX_DEFAULT_CHANNELS);
}
void TerrainChunkDefault::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_build_flags"), &TerrainChunkDefault::get_build_flags);
ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &TerrainChunkDefault::set_build_flags);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, BINDING_STRING_BUILD_FLAGS, 0), "set_build_flags", "get_build_flags");
ClassDB::bind_method(D_METHOD("get_lights_dirty"), &TerrainChunkDefault::get_lights_dirty);
ClassDB::bind_method(D_METHOD("set_lights_dirty", "value"), &TerrainChunkDefault::set_lights_dirty);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lights_dirty", PROPERTY_HINT_NONE, "", 0), "set_lights_dirty", "get_lights_dirty");
ClassDB::bind_method(D_METHOD("get_lod_num"), &TerrainChunkDefault::get_lod_num);
ClassDB::bind_method(D_METHOD("set_lod_num"), &TerrainChunkDefault::set_lod_num);
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_num", PROPERTY_HINT_NONE, "", 0), "set_lod_num", "get_lod_num");
ClassDB::bind_method(D_METHOD("get_current_lod_level"), &TerrainChunkDefault::get_current_lod_level);
ClassDB::bind_method(D_METHOD("set_current_lod_level"), &TerrainChunkDefault::set_current_lod_level);
ADD_PROPERTY(PropertyInfo(Variant::INT, "current_lod_level"), "set_current_lod_level", "get_current_lod_level");
//Meshes
ClassDB::bind_method(D_METHOD("get_mesh_rids"), &TerrainChunkDefault::mesh_rids_get);
ClassDB::bind_method(D_METHOD("set_mesh_rids", "rids"), &TerrainChunkDefault::mesh_rids_set);
ClassDB::bind_method(D_METHOD("clear_rids"), &TerrainChunkDefault::rids_clear);
ClassDB::bind_method(D_METHOD("mesh_rid_get", "mesh_index", "mesh_type_index"), &TerrainChunkDefault::mesh_rid_get);
ClassDB::bind_method(D_METHOD("mesh_rid_set", "mesh_index", "mesh_type_index", "value"), &TerrainChunkDefault::mesh_rid_set);
ClassDB::bind_method(D_METHOD("mesh_rid_get_index", "mesh_index", "mesh_type_index", "index"), &TerrainChunkDefault::mesh_rid_get_index);
ClassDB::bind_method(D_METHOD("mesh_rid_set_index", "mesh_index", "mesh_type_index", "index", "value"), &TerrainChunkDefault::mesh_rid_set_index);
ClassDB::bind_method(D_METHOD("mesh_rid_get_count", "mesh_index", "mesh_type_index"), &TerrainChunkDefault::mesh_rid_get_count);
ClassDB::bind_method(D_METHOD("mesh_rids_clear", "mesh_index", "mesh_type_index"), &TerrainChunkDefault::mesh_rids_clear);
ClassDB::bind_method(D_METHOD("meshes_get", "mesh_index", "mesh_type_index"), &TerrainChunkDefault::meshes_get);
ClassDB::bind_method(D_METHOD("meshes_set", "mesh_index", "mesh_type_index", "meshes"), &TerrainChunkDefault::meshes_set);
ClassDB::bind_method(D_METHOD("meshes_has", "mesh_index", "mesh_type_index"), &TerrainChunkDefault::meshes_has);
ClassDB::bind_method(D_METHOD("rids_free"), &TerrainChunkDefault::rids_free);
ClassDB::bind_method(D_METHOD("free_index", "mesh_index"), &TerrainChunkDefault::free_index);
ClassDB::bind_method(D_METHOD("meshes_create", "mesh_index", "mesh_count"), &TerrainChunkDefault::meshes_create);
ClassDB::bind_method(D_METHOD("meshes_free", "mesh_index"), &TerrainChunkDefault::meshes_free);
ClassDB::bind_method(D_METHOD("create_colliders", "mesh_index", "layer_mask"), &TerrainChunkDefault::colliders_create, DEFVAL(1));
ClassDB::bind_method(D_METHOD("free_colliders", "mesh_index"), &TerrainChunkDefault::colliders_free);
//Lights
ClassDB::bind_method(D_METHOD("get_light", "index"), &TerrainChunkDefault::get_light);
ClassDB::bind_method(D_METHOD("get_light_count"), &TerrainChunkDefault::get_light_count);
//Debug
ClassDB::bind_method(D_METHOD("debug_mesh_allocate"), &TerrainChunkDefault::debug_mesh_allocate);
ClassDB::bind_method(D_METHOD("debug_mesh_free"), &TerrainChunkDefault::debug_mesh_free);
ClassDB::bind_method(D_METHOD("debug_mesh_has"), &TerrainChunkDefault::debug_mesh_has);
ClassDB::bind_method(D_METHOD("debug_mesh_clear"), &TerrainChunkDefault::debug_mesh_clear);
ClassDB::bind_method(D_METHOD("debug_mesh_array_clear"), &TerrainChunkDefault::debug_mesh_array_clear);
ClassDB::bind_method(D_METHOD("debug_mesh_add_vertices_to", "arr"), &TerrainChunkDefault::debug_mesh_add_vertices_to);
ClassDB::bind_method(D_METHOD("debug_mesh_send"), &TerrainChunkDefault::debug_mesh_send);
ClassDB::bind_method(D_METHOD("draw_cross_voxels", "max"), &TerrainChunkDefault::draw_cross_voxels);
ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "max", "fill"), &TerrainChunkDefault::draw_cross_voxels_fill);
ClassDB::bind_method(D_METHOD("draw_debug_voxels", "max", "color"), &TerrainChunkDefault::draw_debug_voxels, DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &TerrainChunkDefault::draw_debug_voxel_lights);
ClassDB::bind_method(D_METHOD("draw_debug_mdr_colliders"), &TerrainChunkDefault::draw_debug_mdr_colliders);
//Free
ClassDB::bind_method(D_METHOD("free_chunk"), &TerrainChunkDefault::free_chunk);
//etc
ClassDB::bind_method(D_METHOD("emit_build_finished"), &TerrainChunkDefault::emit_build_finished);
//virtuals
ClassDB::bind_method(D_METHOD("_channel_setup"), &TerrainChunkDefault::_channel_setup);
ClassDB::bind_method(D_METHOD("_visibility_changed", "visible"), &TerrainChunkDefault::_visibility_changed);
//lights
ClassDB::bind_method(D_METHOD("_bake_lights"), &TerrainChunkDefault::_bake_lights);
ClassDB::bind_method(D_METHOD("_bake_light", "light"), &TerrainChunkDefault::_bake_light);
ClassDB::bind_method(D_METHOD("_clear_baked_lights"), &TerrainChunkDefault::_clear_baked_lights);
ClassDB::bind_method(D_METHOD("_world_light_added", "light"), &TerrainChunkDefault::_world_light_added);
ClassDB::bind_method(D_METHOD("_world_light_removed", "light"), &TerrainChunkDefault::_world_light_removed);
ClassDB::bind_method(D_METHOD("_finalize_build"), &TerrainChunkDefault::_finalize_build);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_TYPE);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_ISOLEVEL);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_TYPE);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_ISOLEVEL);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_R);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_G);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_B);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_AO);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_RANDOM_AO);
BIND_ENUM_CONSTANT(MAX_DEFAULT_CHANNELS);
BIND_CONSTANT(MESH_INDEX_TERRAIN);
BIND_CONSTANT(MESH_INDEX_PROP);
BIND_CONSTANT(MESH_INDEX_LIQUID);
BIND_CONSTANT(MESH_INDEX_CLUTTER);
BIND_CONSTANT(MESH_TYPE_INDEX_MESH);
BIND_CONSTANT(MESH_TYPE_INDEX_MESH_INSTANCE);
BIND_CONSTANT(MESH_TYPE_INDEX_SHAPE);
BIND_CONSTANT(MESH_TYPE_INDEX_BODY);
BIND_ENUM_CONSTANT(BUILD_FLAG_USE_ISOLEVEL);
BIND_ENUM_CONSTANT(BUILD_FLAG_USE_LIGHTING);
BIND_ENUM_CONSTANT(BUILD_FLAG_USE_AO);
BIND_ENUM_CONSTANT(BUILD_FLAG_USE_RAO);
BIND_ENUM_CONSTANT(BUILD_FLAG_GENERATE_AO);
BIND_ENUM_CONSTANT(BUILD_FLAG_AUTO_GENERATE_RAO);
BIND_ENUM_CONSTANT(BUILD_FLAG_BAKE_LIGHTS);
BIND_ENUM_CONSTANT(BUILD_FLAG_CREATE_COLLIDER);
BIND_ENUM_CONSTANT(BUILD_FLAG_CREATE_LODS);
}