pandemonium_engine/modules/voxelman/world/default/voxel_chunk_default.h

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#ifndef VOXEL_CHUNK_DEFAULT_H
#define VOXEL_CHUNK_DEFAULT_H
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/*************************************************************************/
/* voxel_chunk_default.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/string/ustring.h"
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#include "core/variant/array.h"
#include "../voxel_chunk.h"
#include "../../defines.h"
#include "core/os/mutex.h"
#include "core/os/thread.h"
#include "core/os/thread_safe.h"
#include "../../data/voxel_light.h"
#include "../../library/voxel_library.h"
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#include "../../library/voxel_surface.h"
#include "../../meshers/voxel_mesher.h"
#include "../voxel_world.h"
#include "scene/resources/packed_scene.h"
class VoxelWorld;
class VoxelJob;
class VoxelChunkDefault : public VoxelChunk {
GDCLASS(VoxelChunkDefault, VoxelChunk);
_THREAD_SAFE_CLASS_
public:
static const String BINDING_STRING_BUILD_FLAGS;
enum DefaultChannels {
DEFAULT_CHANNEL_TYPE = 0,
DEFAULT_CHANNEL_ISOLEVEL,
DEFAULT_CHANNEL_ALT_TYPE,
DEFAULT_CHANNEL_ALT_ISOLEVEL,
DEFAULT_CHANNEL_LIGHT_COLOR_R,
DEFAULT_CHANNEL_LIGHT_COLOR_G,
DEFAULT_CHANNEL_LIGHT_COLOR_B,
DEFAULT_CHANNEL_AO,
DEFAULT_CHANNEL_RANDOM_AO,
DEFAULT_CHANNEL_LIQUID_FLOW,
MAX_DEFAULT_CHANNELS
};
enum {
MESH_INDEX_TERRAIN = 0,
MESH_INDEX_PROP,
MESH_INDEX_LIQUID,
MESH_INDEX_CLUTTER,
};
enum {
MESH_TYPE_INDEX_MESH = 0,
MESH_TYPE_INDEX_MESH_INSTANCE,
MESH_TYPE_INDEX_SHAPE,
MESH_TYPE_INDEX_BODY,
MESH_TYPE_INDEX_AREA,
};
enum BuildFlags {
BUILD_FLAG_USE_ISOLEVEL = 1 << 0,
BUILD_FLAG_USE_LIGHTING = 1 << 1,
BUILD_FLAG_USE_AO = 1 << 2,
BUILD_FLAG_USE_RAO = 1 << 3,
BUILD_FLAG_GENERATE_AO = 1 << 4,
BUILD_FLAG_AUTO_GENERATE_RAO = 1 << 5,
BUILD_FLAG_BAKE_LIGHTS = 1 << 6,
BUILD_FLAG_CREATE_COLLIDER = 1 << 7,
BUILD_FLAG_CREATE_LODS = 1 << 8,
};
public:
int get_build_flags() const;
void set_build_flags(const int flags);
//add dirty flags
bool get_lights_dirty() const;
void set_lights_dirty(const bool value);
//Lod
int get_lod_num() const;
void set_lod_num(const int value);
int get_current_lod_level() const;
void set_current_lod_level(const int value);
//Meshes
Dictionary mesh_rids_get();
void mesh_rids_set(const Dictionary &rids);
RID mesh_rid_get(const int mesh_index, const int mesh_type_index);
void mesh_rid_set(const int mesh_index, const int mesh_type_index, RID value);
RID mesh_rid_get_index(const int mesh_index, const int mesh_type_index, const int index);
void mesh_rid_set_index(const int mesh_index, const int mesh_type_index, const int index, RID value);
int mesh_rid_get_count(const int mesh_index, const int mesh_type_index);
void mesh_rids_clear(const int mesh_index, const int mesh_type_index);
Array meshes_get(const int mesh_index, const int mesh_type_index);
void meshes_set(const int mesh_index, const int mesh_type_index, const Array &meshes);
bool meshes_has(const int mesh_index, const int mesh_type_index);
void rids_clear();
void rids_free();
void meshes_create(const int mesh_index, const int mesh_count);
void meshes_free(const int mesh_index);
void colliders_create(const int mesh_index, const int layer_mask = 1);
void colliders_create_area(const int mesh_index, const int layer_mask = 1);
void colliders_free(const int mesh_index);
void free_index(const int mesh_index);
//Transform
void update_transforms();
//Lights
Ref<VoxelLight> get_light(const int index);
int get_light_count() const;
//Debug
void debug_mesh_allocate();
void debug_mesh_free();
bool debug_mesh_has();
void debug_mesh_clear();
void debug_mesh_array_clear();
void debug_mesh_add_vertices_to(const PoolVector3Array &arr);
void debug_mesh_send();
void draw_cross_voxels(Vector3 pos);
void draw_cross_voxels_fill(Vector3 pos, float fill);
void draw_debug_voxels(int max, Color color = Color(1, 1, 1));
void draw_debug_voxel_lights();
void draw_debug_mdr_colliders();
//Visibility
void visibility_changed(bool visible);
//free
void free_chunk();
//etc
void emit_build_finished();
void generate_random_ao(const int seed, const int octaves = 4, const int period = 30, const float persistence = 0.3, const float scale_factor = 0.6);
bool get_build_step_in_progress() const;
void set_build_step_in_progress(const bool value);
void _finalize_build();
VoxelChunkDefault();
~VoxelChunkDefault();
protected:
virtual void _channel_setup();
virtual void _visibility_changed(bool visible);
virtual void _exit_tree();
virtual void _world_transform_changed();
//lights
virtual void _bake_lights();
virtual void _bake_light(Ref<VoxelLight> light);
virtual void _clear_baked_lights();
virtual void _world_light_added(const Ref<VoxelLight> &light);
virtual void _world_light_removed(const Ref<VoxelLight> &light);
static void _bind_methods();
int _build_flags;
bool _enabled;
bool _lights_dirty;
//lod
int _lod_num;
int _current_lod_level;
//Meshes
Dictionary _rids;
//debug
RID _debug_mesh_rid;
RID _debug_mesh_instance;
PoolVector3Array _debug_mesh_array;
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Vector<Ref<VoxelLight>> _lights;
};
VARIANT_ENUM_CAST(VoxelChunkDefault::DefaultChannels);
VARIANT_ENUM_CAST(VoxelChunkDefault::BuildFlags);
#endif