pandemonium_engine/modules/terraman/world/terrain_world.cpp

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/*************************************************************************/
/* terrain_world.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "terrain_world.h"
#include "core/object/message_queue.h"
#include "terrain_chunk.h"
#include "terrain_structure.h"
#include "../defines.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_PROPS_ENABLED
#include "../../props/props/prop_data.h"
#include "../../props/props/prop_data_entry.h"
#include "../../props/props/prop_data_light.h"
#include "../../props/props/prop_data_prop.h"
#include "../../props/props/prop_data_scene.h"
#endif
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../../mesh_data_resource/props/prop_data_mesh_data.h"
#endif
#if TOOLS_ENABLED
#include "editor/plugins/spatial_editor_plugin.h"
#include "scene/3d/camera.h"
#endif
const String TerrainWorld::BINDING_STRING_CHANNEL_TYPE_INFO = "Type,Isolevel,Liquid,Liquid Level";
bool TerrainWorld::get_active() const {
return _active;
}
void TerrainWorld::set_active(const bool value) {
_active = value;
notification(NOTIFICATION_ACTIVE_STATE_CHANGED);
}
bool TerrainWorld::get_editable() const {
return _editable;
}
void TerrainWorld::set_editable(const bool value) {
_editable = value;
}
int TerrainWorld::get_chunk_size_x() const {
return _chunk_size_x;
}
void TerrainWorld::set_chunk_size_x(const int value) {
_chunk_size_x = value;
}
int TerrainWorld::get_chunk_size_z() const {
return _chunk_size_z;
}
void TerrainWorld::set_chunk_size_z(const int value) {
_chunk_size_z = value;
}
int TerrainWorld::get_data_margin_start() const {
return _data_margin_start;
}
void TerrainWorld::set_data_margin_start(const int value) {
_data_margin_start = value;
}
int TerrainWorld::get_data_margin_end() const {
return _data_margin_end;
}
void TerrainWorld::set_data_margin_end(const int value) {
_data_margin_end = value;
}
int TerrainWorld::get_current_seed() const {
return _current_seed;
}
void TerrainWorld::set_current_seed(const int value) {
_current_seed = value;
}
_FORCE_INLINE_ float TerrainWorld::get_world_height() const {
return _world_height;
}
void TerrainWorld::set_world_height(const float value) {
_world_height = value;
}
int TerrainWorld::get_max_concurrent_generations() {
return _max_concurrent_generations;
}
void TerrainWorld::set_max_concurrent_generations(const int value) {
_max_concurrent_generations = value;
}
Ref<TerrainLibrary> TerrainWorld::get_library() {
return _library;
}
void TerrainWorld::set_library(const Ref<TerrainLibrary> &library) {
_library = library;
for (int i = 0; i < chunk_get_count(); ++i) {
Ref<TerrainChunk> c = chunk_get_index(i);
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if (!c.is_valid()) {
continue;
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}
c->set_library(_library);
}
}
Ref<TerrainLevelGenerator> TerrainWorld::get_level_generator() const {
return _level_generator;
}
void TerrainWorld::set_level_generator(const Ref<TerrainLevelGenerator> &level_generator) {
_level_generator = level_generator;
}
float TerrainWorld::get_voxel_scale() const {
return _voxel_scale;
}
void TerrainWorld::set_voxel_scale(const float value) {
_voxel_scale = value;
for (int i = 0; i < chunk_get_count(); ++i) {
Ref<TerrainChunk> c = chunk_get_index(i);
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if (!c.is_valid()) {
continue;
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}
c->set_voxel_scale(_voxel_scale);
}
}
int TerrainWorld::get_chunk_spawn_range() const {
return _chunk_spawn_range;
}
void TerrainWorld::set_chunk_spawn_range(const int value) {
_chunk_spawn_range = value;
}
NodePath TerrainWorld::get_player_path() const {
return _player_path;
}
void TerrainWorld::set_player_path(const NodePath &player_path) {
_player_path = player_path;
}
Spatial *TerrainWorld::get_player() const {
return _player;
}
void TerrainWorld::set_player(Spatial *player) {
_player = player;
}
void TerrainWorld::set_player_bind(Node *player) {
set_player(Object::cast_to<Spatial>(player));
}
Ref<TerrainWorldArea> TerrainWorld::world_area_get(const int index) const {
ERR_FAIL_INDEX_V(index, _world_areas.size(), Ref<TerrainWorldArea>());
return _world_areas.get(index);
}
void TerrainWorld::world_area_add(const Ref<TerrainWorldArea> &area) {
_world_areas.push_back(area);
}
void TerrainWorld::world_area_remove(const int index) {
ERR_FAIL_INDEX(index, _world_areas.size());
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_world_areas.remove(index);
}
void TerrainWorld::world_areas_clear() {
_world_areas.clear();
}
int TerrainWorld::world_area_get_count() const {
return _world_areas.size();
}
//Terra Structures
Ref<TerrainStructure> TerrainWorld::voxel_structure_get(const int index) const {
ERR_FAIL_INDEX_V(index, _voxel_structures.size(), Ref<TerrainStructure>());
return _voxel_structures.get(index);
}
void TerrainWorld::voxel_structure_add(const Ref<TerrainStructure> &structure) {
_voxel_structures.push_back(structure);
}
void TerrainWorld::voxel_structure_remove(const Ref<TerrainStructure> &structure) {
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if (!structure.is_valid()) {
return;
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}
int index = _voxel_structures.find(structure);
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if (index != -1) {
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_voxel_structures.remove(index);
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}
}
void TerrainWorld::voxel_structure_remove_index(const int index) {
ERR_FAIL_INDEX(index, _voxel_structures.size());
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_voxel_structures.remove(index);
}
void TerrainWorld::voxel_structures_clear() {
_voxel_structures.clear();
}
int TerrainWorld::voxel_structure_get_count() const {
return _voxel_structures.size();
}
void TerrainWorld::voxel_structure_add_at_position(Ref<TerrainStructure> structure, const Vector3 &world_position) {
ERR_FAIL_COND(!structure.is_valid());
structure->set_position_x(static_cast<int>(world_position.x / _voxel_scale));
structure->set_position_y(static_cast<int>(world_position.y / _voxel_scale));
structure->set_position_z(static_cast<int>(world_position.z / _voxel_scale));
voxel_structure_add(structure);
}
Vector<Variant> TerrainWorld::voxel_structures_get() {
VARIANT_ARRAY_GET(_voxel_structures);
}
void TerrainWorld::voxel_structures_set(const Vector<Variant> &structures) {
voxel_structures_clear();
for (int i = 0; i < structures.size(); ++i) {
Ref<TerrainLight> structure = Ref<TerrainLight>(structures[i]);
voxel_structure_add(structure);
}
}
void TerrainWorld::chunk_add(Ref<TerrainChunk> chunk, const int x, const int z) {
ERR_FAIL_COND(!chunk.is_valid());
ERR_FAIL_COND_MSG(chunk->get_voxel_world() != NULL && chunk->get_voxel_world() != this, "Chunk is already owned by an another world!");
IntPos pos(x, z);
//ERR_FAIL_COND(_chunks.has(pos));
chunk->set_voxel_world(this);
chunk->set_position(x, z);
chunk->world_transform_changed();
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if (!_chunks.has(pos)) {
_chunks.set(pos, chunk);
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}
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if (_chunks_vector.find(chunk) == -1) {
_chunks_vector.push_back(chunk);
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}
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if (is_inside_tree()) {
chunk->enter_tree();
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}
if (has_method("_chunk_added")) {
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call("_chunk_added", chunk);
}
emit_signal("chunk_added", chunk);
}
bool TerrainWorld::chunk_has(const int x, const int z) const {
return _chunks.has(IntPos(x, z));
}
Ref<TerrainChunk> TerrainWorld::chunk_get(const int x, const int z) {
IntPos pos(x, z);
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if (_chunks.has(pos)) {
return _chunks.get(pos);
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}
return Ref<TerrainChunk>();
}
Ref<TerrainChunk> TerrainWorld::chunk_remove(const int x, const int z) {
IntPos pos(x, z);
if (!_chunks.has(pos)) {
return NULL;
}
Ref<TerrainChunk> chunk = _chunks.get(pos);
chunk->exit_tree();
for (int i = 0; i < _chunks_vector.size(); ++i) {
if (_chunks_vector.get(i) == chunk) {
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_chunks_vector.remove(i);
break;
}
}
_generation_queue.erase(chunk);
if (chunk->get_is_generating()) {
chunk->cancel_build();
}
//never remove from this here
//_generating.erase(chunk);
_chunks.erase(pos);
emit_signal("chunk_removed", chunk);
return chunk;
}
Ref<TerrainChunk> TerrainWorld::chunk_remove_index(const int index) {
ERR_FAIL_INDEX_V(index, _chunks_vector.size(), NULL);
Ref<TerrainChunk> chunk = _chunks_vector.get(index);
chunk->exit_tree();
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_chunks_vector.remove(index);
_chunks.erase(IntPos(chunk->get_position_x(), chunk->get_position_z()));
_generation_queue.erase(chunk);
if (chunk->get_is_generating()) {
chunk->cancel_build();
}
//never remove from this here
//_generating.erase(chunk);
emit_signal("chunk_removed", chunk);
return chunk;
}
Ref<TerrainChunk> TerrainWorld::chunk_get_index(const int index) {
ERR_FAIL_INDEX_V(index, _chunks_vector.size(), NULL);
return _chunks_vector.get(index);
}
int TerrainWorld::chunk_get_count() const {
return _chunks_vector.size();
}
void TerrainWorld::chunks_clear() {
for (int i = 0; i < _chunks_vector.size(); ++i) {
Ref<TerrainChunk> chunk = _chunks_vector.get(i);
chunk->exit_tree();
emit_signal("chunk_removed", chunk);
}
_chunks_vector.clear();
_chunks.clear();
_generation_queue.clear();
for (int i = 0; i < _generating.size(); ++i) {
Ref<TerrainChunk> chunk = _generating[i];
if (chunk->get_is_generating()) {
chunk->cancel_build();
}
}
//never remove from this here
//_generating.clear();
}
Ref<TerrainChunk> TerrainWorld::chunk_get_or_create(int x, int z) {
Ref<TerrainChunk> chunk = chunk_get(x, z);
if (!chunk.is_valid()) {
chunk = chunk_create(x, z);
}
return chunk;
}
Ref<TerrainChunk> TerrainWorld::chunk_create(const int x, const int z) {
Ref<TerrainChunk> c;
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c = call("_create_chunk", x, z, Ref<TerrainChunk>());
generation_queue_add_to(c);
return c;
}
void TerrainWorld::chunk_setup(Ref<TerrainChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
call("_create_chunk", chunk->get_position_x(), chunk->get_position_z(), chunk);
}
Ref<TerrainChunk> TerrainWorld::_create_chunk(const int x, const int z, Ref<TerrainChunk> chunk) {
if (!chunk.is_valid()) {
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chunk.instance();
}
//no meshers here
ERR_FAIL_COND_V(!chunk.is_valid(), NULL);
chunk->set_name("Chunk[" + String::num(x) + "," + String::num(z) + "]");
chunk->set_voxel_world(this);
chunk->set_position(x, z);
chunk->set_world_height(_world_height);
chunk->set_library(_library);
chunk->set_voxel_scale(_voxel_scale);
chunk->set_size(_chunk_size_x, _chunk_size_z, _data_margin_start, _data_margin_end);
//chunk->set_translation(Vector3(x * _chunk_size_x * _voxel_scale, y * _chunk_size_y * _voxel_scale, z * _chunk_size_z * _voxel_scale));
if (!get_active()) {
chunk->set_visible(false);
}
chunk_add(chunk, x, z);
return chunk;
}
void TerrainWorld::chunk_generate(Ref<TerrainChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
if (has_method("_prepare_chunk_for_generation")) {
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call("_prepare_chunk_for_generation", chunk);
}
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call("_generate_chunk", chunk);
chunk->build();
}
Vector<Variant> TerrainWorld::chunks_get() {
VARIANT_ARRAY_GET(_chunks_vector);
}
void TerrainWorld::chunks_set(const Vector<Variant> &chunks) {
if (is_inside_tree()) {
for (int i = 0; i < _chunks_vector.size(); ++i) {
Ref<TerrainChunk> chunk = Ref<TerrainChunk>(_chunks_vector[i]);
if (chunks.find(chunk) == -1) {
chunk_remove_index(i);
_generation_queue.erase(chunk);
chunk->exit_tree();
if (chunk->get_is_generating()) {
chunk->cancel_build();
}
//never remove from this here
//_generating.erase(chunk);
--i;
}
}
//add the difference
for (int i = 0; i < chunks.size(); ++i) {
Ref<TerrainChunk> chunk = Ref<TerrainChunk>(chunks[i]);
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if (!chunk.is_valid()) {
continue;
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}
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if (_chunks_vector.find(chunk) != -1) {
continue;
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}
chunk_add(chunk, chunk->get_position_x(), chunk->get_position_z());
}
} else {
_chunks_vector.clear();
for (int i = 0; i < chunks.size(); ++i) {
Ref<TerrainChunk> chunk = Ref<TerrainChunk>(chunks[i]);
_chunks_vector.push_back(chunk);
}
}
}
int TerrainWorld::_get_channel_index_info(const TerrainWorld::ChannelTypeInfo channel_type) {
return -1;
}
void TerrainWorld::_set_voxel_with_tool(const bool mode_add, const Vector3 hit_position, const Vector3 hit_normal, const int selected_voxel, const int isolevel) {
Vector3 pos;
if (mode_add) {
pos = (hit_position + (Vector3(0.1, 0.1, 0.1) * hit_normal * get_voxel_scale()));
} else {
pos = (hit_position + (Vector3(0.1, 0.1, 0.1) * -hit_normal * get_voxel_scale()));
}
int channel_type = get_channel_index_info(TerrainWorld::CHANNEL_TYPE_INFO_TYPE);
int channel_isolevel = get_channel_index_info(TerrainWorld::CHANNEL_TYPE_INFO_ISOLEVEL);
if (channel_isolevel == -1) {
set_voxel_at_world_position(pos, selected_voxel, channel_type);
} else {
set_voxel_at_world_position(pos, selected_voxel, channel_type, false);
set_voxel_at_world_position(pos, isolevel, channel_isolevel);
}
}
bool TerrainWorld::can_chunk_do_build_step() {
if (_max_frame_chunk_build_steps == 0) {
return true;
}
return _num_frame_chunk_build_steps++ < _max_frame_chunk_build_steps;
}
bool TerrainWorld::is_position_walkable(const Vector3 &p_pos) {
int x = static_cast<int>(Math::floor(p_pos.x / (_chunk_size_x * _voxel_scale)));
int z = static_cast<int>(Math::floor(p_pos.z / (_chunk_size_z * _voxel_scale)));
Ref<TerrainChunk> c = chunk_get(x, z);
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if (!c.is_valid()) {
return false;
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}
return !c->get_is_generating();
}
void TerrainWorld::on_chunk_mesh_generation_finished(Ref<TerrainChunk> p_chunk) {
call_deferred("emit_signal", "chunk_mesh_generation_finished", p_chunk);
}
void TerrainWorld::generation_queue_add_to(const Ref<TerrainChunk> &chunk) {
ERR_FAIL_COND(!chunk.is_valid());
set_process_internal(true);
_generation_queue.push_back(chunk);
}
Ref<TerrainChunk> TerrainWorld::generation_queue_get_index(int index) {
ERR_FAIL_INDEX_V(index, _generation_queue.size(), NULL);
return _generation_queue.get(index);
}
void TerrainWorld::generation_queue_remove_index(int index) {
ERR_FAIL_INDEX(index, _generation_queue.size());
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_generation_queue.remove(index);
}
int TerrainWorld::generation_queue_get_size() const {
return _generation_queue.size();
}
void TerrainWorld::generation_add_to(const Ref<TerrainChunk> &chunk) {
ERR_FAIL_COND(!chunk.is_valid());
_generating.push_back(chunk);
}
Ref<TerrainChunk> TerrainWorld::generation_get_index(const int index) {
ERR_FAIL_INDEX_V(index, _generating.size(), NULL);
return _generating.get(index);
}
void TerrainWorld::generation_remove_index(const int index) {
ERR_FAIL_INDEX(index, _generating.size());
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_generating.remove(index);
}
int TerrainWorld::generation_get_size() const {
return _generating.size();
}
#ifdef MODULE_PROPS_ENABLED
void TerrainWorld::prop_add(Transform transform, const Ref<PropData> &prop, const bool apply_voxel_scale) {
ERR_FAIL_COND(!prop.is_valid());
if (apply_voxel_scale) {
transform = transform.scaled(Vector3(get_voxel_scale(), get_voxel_scale(), get_voxel_scale()));
}
Vector3 wp;
wp = transform.xform(wp);
Ref<TerrainChunk> chunk = get_or_create_chunk_at_world_position(wp);
chunk->prop_add(transform, prop);
int count = prop->get_prop_count();
for (int i = 0; i < count; ++i) {
Ref<PropDataEntry> entry = prop->get_prop(i);
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if (!entry.is_valid()) {
continue;
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}
Transform t = transform * entry->get_transform();
wp = t.xform(Vector3());
chunk = get_or_create_chunk_at_world_position(wp);
Ref<PropDataProp> prop_entry_data = entry;
if (prop_entry_data.is_valid()) {
Ref<PropData> p = prop_entry_data->get_prop();
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if (!p.is_valid()) {
continue;
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}
prop_add(t, p, false);
continue;
}
Ref<PropDataScene> scene_data = entry;
if (scene_data.is_valid()) {
Ref<PackedScene> sc = scene_data->get_scene();
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if (!sc.is_valid()) {
continue;
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}
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Node *n = sc->instance();
add_child(n);
n->set_owner(this);
Spatial *sp = Object::cast_to<Spatial>(n);
if (sp) {
sp->set_transform(t);
}
continue;
}
Ref<PropDataLight> light_data = entry;
if (light_data.is_valid()) {
Ref<TerrainLight> light;
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light.instance();
light->set_world_position(wp.x / get_voxel_scale(), wp.y / get_voxel_scale(), wp.z / get_voxel_scale());
light->set_range(light_data->get_light_range());
light->set_attenuation(light_data->get_light_attenuation());
light->set_color(light_data->get_light_color());
light->set_energy(light_data->get_light_energy());
light->set_indirect_energy(light_data->get_light_indirect_energy());
light->set_negative(light_data->get_light_negative());
light->set_specular(light_data->get_light_specular());
light_add(light);
continue;
}
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
Ref<PropDataMeshData> mesh_data = entry;
if (mesh_data.is_valid()) {
Ref<MeshDataResource> mdr = mesh_data->get_mesh();
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if (!mdr.is_valid()) {
continue;
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}
Transform chunk_local_tform = t;
chunk_local_tform.origin = chunk->to_local(chunk_local_tform.origin);
chunk->mesh_data_resource_add(chunk_local_tform, mdr, mesh_data->get_texture(), Color(1, 1, 1, 1), false);
continue;
}
#endif
}
}
#endif
//Lights
void TerrainWorld::light_add(const Ref<TerrainLight> &light) {
_lights.push_back(light);
for (int i = 0; i < _chunks_vector.size(); ++i) {
Ref<TerrainChunk> chunk = _chunks_vector[i];
if (chunk.is_valid()) {
chunk->world_light_added(light);
}
}
}
Ref<TerrainLight> TerrainWorld::light_get(const int index) {
ERR_FAIL_INDEX_V(index, _lights.size(), Ref<TerrainLight>());
return _lights.get(index);
}
void TerrainWorld::light_remove(const int index) {
ERR_FAIL_INDEX(index, _lights.size());
Ref<TerrainLight> light = _lights[index];
for (int i = 0; i < _chunks_vector.size(); ++i) {
Ref<TerrainChunk> chunk = _chunks_vector[i];
if (chunk.is_valid()) {
chunk->world_light_removed(light);
}
}
}
int TerrainWorld::light_get_count() const {
return _lights.size();
}
void TerrainWorld::lights_clear() {
for (int i = 0; i < _lights.size(); ++i) {
Ref<TerrainLight> light = _lights[i];
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if (!light.is_valid()) {
continue;
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}
for (int j = 0; j < _chunks_vector.size(); ++j) {
Ref<TerrainChunk> chunk = _chunks_vector[j];
if (chunk.is_valid()) {
chunk->world_light_removed(light);
}
}
}
_lights.clear();
}
Vector<Variant> TerrainWorld::lights_get() {
VARIANT_ARRAY_GET(_lights);
}
void TerrainWorld::lights_set(const Vector<Variant> &chunks) {
lights_clear();
for (int i = 0; i < chunks.size(); ++i) {
Ref<TerrainLight> light = Ref<TerrainLight>(chunks[i]);
light_add(light);
}
}
uint8_t TerrainWorld::get_voxel_at_world_position(const Vector3 &world_position, const int channel_index) {
Vector3 pos = world_position / get_voxel_scale();
//Note: floor is needed to handle negative numbers properly
int x = static_cast<int>(Math::floor(pos.x / get_chunk_size_x()));
int z = static_cast<int>(Math::floor(pos.z / get_chunk_size_z()));
int bx = static_cast<int>(Math::floor(pos.x)) % get_chunk_size_x();
int bz = static_cast<int>(Math::floor(pos.z)) % get_chunk_size_z();
if (bx < 0) {
bx += get_chunk_size_x();
}
if (bz < 0) {
bz += get_chunk_size_z();
}
Ref<TerrainChunk> chunk = chunk_get(x, z);
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if (chunk.is_valid()) {
return chunk->get_voxel(bx, bz, channel_index);
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}
return 0;
}
void TerrainWorld::set_voxel_at_world_position(const Vector3 &world_position, const uint8_t data, const int channel_index, const bool rebuild) {
Vector3 pos = world_position / get_voxel_scale();
//Note: floor is needed to handle negative numbers properly
int x = static_cast<int>(Math::floor(pos.x / get_chunk_size_x()));
int z = static_cast<int>(Math::floor(pos.z / get_chunk_size_z()));
int bx = static_cast<int>(Math::floor(pos.x)) % get_chunk_size_x();
int bz = static_cast<int>(Math::floor(pos.z)) % get_chunk_size_z();
if (bx < 0) {
bx += get_chunk_size_x();
}
if (bz < 0) {
bz += get_chunk_size_z();
}
if (get_data_margin_end() > 0) {
if (bx == 0) {
Ref<TerrainChunk> chunk = chunk_get_or_create(x - 1, z);
chunk->set_voxel(data, get_chunk_size_x(), bz, channel_index);
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if (rebuild) {
chunk->build();
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}
}
if (bz == 0) {
Ref<TerrainChunk> chunk = chunk_get_or_create(x, z - 1);
chunk->set_voxel(data, bx, get_chunk_size_z(), channel_index);
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if (rebuild) {
chunk->build();
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}
}
}
if (get_data_margin_start() > 0) {
if (bx == get_chunk_size_x() - 1) {
Ref<TerrainChunk> chunk = chunk_get_or_create(x + 1, z);
chunk->set_voxel(data, -1, bz, channel_index);
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if (rebuild) {
chunk->build();
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}
}
if (bz == get_chunk_size_z() - 1) {
Ref<TerrainChunk> chunk = chunk_get_or_create(x, z + 1);
chunk->set_voxel(data, bx, -1, channel_index);
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if (rebuild) {
chunk->build();
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}
}
}
Ref<TerrainChunk> chunk = chunk_get_or_create(x, z);
chunk->set_voxel(data, bx, bz, channel_index);
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if (rebuild) {
chunk->build();
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}
}
Ref<TerrainChunk> TerrainWorld::get_chunk_at_world_position(const Vector3 &world_position) {
Vector3 pos = world_position / get_voxel_scale();
//Note: floor is needed to handle negative numbers proiberly
int x = static_cast<int>(Math::floor(pos.x / get_chunk_size_x()));
int z = static_cast<int>(Math::floor(pos.z / get_chunk_size_z()));
return chunk_get(x, z);
}
Ref<TerrainChunk> TerrainWorld::get_or_create_chunk_at_world_position(const Vector3 &world_position) {
Vector3 pos = world_position / get_voxel_scale();
//Note: floor is needed to handle negative numbers proiberly
int x = static_cast<int>(Math::floor(pos.x / get_chunk_size_x()));
int z = static_cast<int>(Math::floor(pos.z / get_chunk_size_z()));
return chunk_get_or_create(x, z);
}
void TerrainWorld::set_voxel_with_tool(const bool mode_add, const Vector3 hit_position, const Vector3 hit_normal, const int selected_voxel, const int isolevel) {
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call("_set_voxel_with_tool", mode_add, hit_position, hit_normal, selected_voxel, isolevel);
}
int TerrainWorld::get_channel_index_info(const TerrainWorld::ChannelTypeInfo channel_type) {
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return call("_get_channel_index_info", channel_type);
}
Spatial *TerrainWorld::get_editor_camera() {
#if TOOLS_ENABLED
SpatialEditor *se = SpatialEditor::get_singleton();
if (!se) {
return nullptr;
}
SpatialEditorViewport *wp = se->get_editor_viewport(0);
if (!wp) {
return nullptr;
}
return wp->get_camera();
#else
return nullptr;
#endif
}
TerrainWorld::TerrainWorld() {
_active = true;
_editable = false;
_is_priority_generation = true;
_max_concurrent_generations = 3;
_chunk_size_x = 16;
_chunk_size_z = 16;
_current_seed = 0;
_data_margin_start = 0;
_data_margin_end = 0;
_world_height = 256;
_voxel_scale = 1;
_chunk_spawn_range = 4;
_player = NULL;
_max_frame_chunk_build_steps = 0;
_num_frame_chunk_build_steps = 0;
}
TerrainWorld ::~TerrainWorld() {
_chunks.clear();
_chunks_vector.clear();
_world_areas.clear();
_voxel_structures.clear();
_library.unref();
_level_generator.unref();
_player = NULL;
_generation_queue.clear();
_generating.clear();
_lights.clear();
}
void TerrainWorld::_generate_chunk(Ref<TerrainChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
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if (_level_generator.is_valid()) {
_level_generator->generate_chunk(chunk);
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}
for (int i = 0; i < _voxel_structures.size(); ++i) {
Ref<TerrainStructure> structure = _voxel_structures.get(i);
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if (!structure.is_valid()) {
continue;
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}
if (structure->get_use_aabb()) {
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if (structure->get_chunk_aabb().has_point(Vector3(chunk->get_position_x(), 1, chunk->get_position_z()))) {
structure->write_to_chunk(chunk);
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}
} else {
structure->write_to_chunk(chunk);
}
}
}
void TerrainWorld::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
set_player_bind(get_node_or_null(get_player_path()));
set_process_internal(true);
set_physics_process_internal(true);
set_notify_transform(true);
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if (_library.is_valid()) {
_library->refresh_rects();
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}
for (int i = 0; i < _chunks_vector.size(); ++i) {
Ref<TerrainChunk> chunk = _chunks_vector[i];
if (chunk.is_valid()) {
chunk_setup(chunk);
chunk->build();
}
}
break;
}
case NOTIFICATION_INTERNAL_PROCESS: {
_num_frame_chunk_build_steps = 0;
for (int i = 0; i < _chunks_vector.size(); ++i) {
Ref<TerrainChunk> chunk = _chunks_vector[i];
ERR_CONTINUE(!chunk.is_valid());
if (chunk->get_process()) {
chunk->process(get_process_delta_time());
}
if (chunk->get_is_generating()) {
chunk->generation_process(get_process_delta_time());
}
}
if (_is_priority_generation && _generation_queue.empty() && _generating.empty()) {
_is_priority_generation = false;
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call("_generation_finished");
emit_signal("generation_finished");
return;
}
for (int i = 0; i < _generating.size(); ++i) {
Ref<TerrainChunk> chunk = _generating.get(i);
if (!chunk.is_valid()) {
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_generating.remove(i);
--i;
continue;
}
if (!chunk->get_is_generating()) {
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_generating.remove(i);
--i;
continue;
}
if (chunk->is_build_aborted() && chunk->is_safe_to_delete()) {
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_generating.remove(i);
--i;
continue;
}
}
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if (_generating.size() >= _max_concurrent_generations) {
return;
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}
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if (_generation_queue.size() == 0) {
return;
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}
while (_generating.size() < _max_concurrent_generations && _generation_queue.size() != 0) {
Ref<TerrainChunk> chunk = _generation_queue.get(0);
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_generation_queue.remove(0);
ERR_FAIL_COND(!chunk.is_valid());
_generating.push_back(chunk);
chunk_generate(chunk);
}
break;
}
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
for (int i = 0; i < _chunks_vector.size(); ++i) {
Ref<TerrainChunk> chunk = _chunks_vector[i];
ERR_CONTINUE(!chunk.is_valid());
if (chunk->get_process()) {
chunk->physics_process(get_physics_process_delta_time());
}
if (chunk->get_is_generating()) {
chunk->generation_physics_process(get_physics_process_delta_time());
}
}
break;
}
case NOTIFICATION_EXIT_TREE: {
for (int i = 0; i < _chunks_vector.size(); ++i) {
Ref<TerrainChunk> chunk = _chunks_vector[i];
if (chunk.is_valid()) {
if (chunk->get_voxel_world() == this) {
chunk->exit_tree();
chunk->set_voxel_world(NULL);
}
}
}
break;
}
case NOTIFICATION_TRANSFORM_CHANGED: {
for (int i = 0; i < _chunks_vector.size(); ++i) {
Ref<TerrainChunk> chunk = _chunks_vector[i];
if (chunk.is_valid()) {
chunk->world_transform_changed();
}
}
break;
}
}
}
void TerrainWorld::_bind_methods() {
ADD_SIGNAL(MethodInfo("chunk_mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
ADD_SIGNAL(MethodInfo("chunk_added", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
ADD_SIGNAL(MethodInfo("chunk_removed", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
ClassDB::bind_method(D_METHOD("get_active"), &TerrainWorld::get_active);
ClassDB::bind_method(D_METHOD("set_active", "value"), &TerrainWorld::set_active);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "get_active");
ClassDB::bind_method(D_METHOD("get_editable"), &TerrainWorld::get_editable);
ClassDB::bind_method(D_METHOD("set_editable", "value"), &TerrainWorld::set_editable);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editable"), "set_editable", "get_editable");
ClassDB::bind_method(D_METHOD("get_chunk_size_x"), &TerrainWorld::get_chunk_size_x);
ClassDB::bind_method(D_METHOD("set_chunk_size_x", "value"), &TerrainWorld::set_chunk_size_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_x"), "set_chunk_size_x", "get_chunk_size_x");
ClassDB::bind_method(D_METHOD("get_chunk_size_z"), &TerrainWorld::get_chunk_size_z);
ClassDB::bind_method(D_METHOD("set_chunk_size_z", "value"), &TerrainWorld::set_chunk_size_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_z"), "set_chunk_size_z", "get_chunk_size_z");
ClassDB::bind_method(D_METHOD("get_data_margin_start"), &TerrainWorld::get_data_margin_start);
ClassDB::bind_method(D_METHOD("set_data_margin_start", "value"), &TerrainWorld::set_data_margin_start);
ADD_PROPERTY(PropertyInfo(Variant::INT, "data_margin_start"), "set_data_margin_start", "get_data_margin_start");
ClassDB::bind_method(D_METHOD("get_data_margin_end"), &TerrainWorld::get_data_margin_end);
ClassDB::bind_method(D_METHOD("set_data_margin_end", "value"), &TerrainWorld::set_data_margin_end);
ADD_PROPERTY(PropertyInfo(Variant::INT, "data_margin_end"), "set_data_margin_end", "get_data_margin_end");
ClassDB::bind_method(D_METHOD("get_world_height"), &TerrainWorld::get_world_height);
ClassDB::bind_method(D_METHOD("set_world_height", "height"), &TerrainWorld::set_world_height);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "world_height"), "set_world_height", "get_world_height");
ClassDB::bind_method(D_METHOD("get_max_concurrent_generations"), &TerrainWorld::get_max_concurrent_generations);
ClassDB::bind_method(D_METHOD("set_max_concurrent_generations", "height"), &TerrainWorld::set_max_concurrent_generations);
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_concurrent_generations"), "set_max_concurrent_generations", "get_max_concurrent_generations");
ClassDB::bind_method(D_METHOD("get_current_seed"), &TerrainWorld::get_current_seed);
ClassDB::bind_method(D_METHOD("set_current_seed", "value"), &TerrainWorld::set_current_seed);
ADD_PROPERTY(PropertyInfo(Variant::INT, "current_seed"), "set_current_seed", "get_current_seed");
ClassDB::bind_method(D_METHOD("get_library"), &TerrainWorld::get_library);
ClassDB::bind_method(D_METHOD("set_library", "library"), &TerrainWorld::set_library);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "TerrainLibrary"), "set_library", "get_library");
ClassDB::bind_method(D_METHOD("get_level_generator"), &TerrainWorld::get_level_generator);
ClassDB::bind_method(D_METHOD("set_level_generator", "level_generator"), &TerrainWorld::set_level_generator);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "level_generator", PROPERTY_HINT_RESOURCE_TYPE, "TerrainLevelGenerator"), "set_level_generator", "get_level_generator");
ClassDB::bind_method(D_METHOD("get_voxel_scale"), &TerrainWorld::get_voxel_scale);
ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &TerrainWorld::set_voxel_scale);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
ClassDB::bind_method(D_METHOD("get_chunk_spawn_range"), &TerrainWorld::get_chunk_spawn_range);
ClassDB::bind_method(D_METHOD("set_chunk_spawn_range", "value"), &TerrainWorld::set_chunk_spawn_range);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_spawn_range"), "set_chunk_spawn_range", "get_chunk_spawn_range");
ClassDB::bind_method(D_METHOD("get_player_path"), &TerrainWorld::get_player_path);
ClassDB::bind_method(D_METHOD("set_player_path", "value"), &TerrainWorld::set_player_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "player_path"), "set_player_path", "get_player_path");
ClassDB::bind_method(D_METHOD("get_player"), &TerrainWorld::get_player);
ClassDB::bind_method(D_METHOD("set_player", "player"), &TerrainWorld::set_player_bind);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "player", PROPERTY_HINT_RESOURCE_TYPE, "Spatial", 0), "set_player", "get_player");
ClassDB::bind_method(D_METHOD("world_area_get", "index"), &TerrainWorld::world_area_get);
ClassDB::bind_method(D_METHOD("world_area_add", "area"), &TerrainWorld::world_area_add);
ClassDB::bind_method(D_METHOD("world_area_remove", "index"), &TerrainWorld::world_area_remove);
ClassDB::bind_method(D_METHOD("world_areas_clear"), &TerrainWorld::world_areas_clear);
ClassDB::bind_method(D_METHOD("world_area_get_count"), &TerrainWorld::world_area_get_count);
ClassDB::bind_method(D_METHOD("voxel_structure_get", "index"), &TerrainWorld::voxel_structure_get);
ClassDB::bind_method(D_METHOD("voxel_structure_add", "structure"), &TerrainWorld::voxel_structure_add);
ClassDB::bind_method(D_METHOD("voxel_structure_remove", "structure"), &TerrainWorld::voxel_structure_remove);
ClassDB::bind_method(D_METHOD("voxel_structure_remove_index", "index"), &TerrainWorld::voxel_structure_remove_index);
ClassDB::bind_method(D_METHOD("voxel_structures_clear"), &TerrainWorld::voxel_structures_clear);
ClassDB::bind_method(D_METHOD("voxel_structure_get_count"), &TerrainWorld::voxel_structure_get_count);
ClassDB::bind_method(D_METHOD("voxel_structure_add_at_position", "structure", "world_position"), &TerrainWorld::voxel_structure_add_at_position);
ClassDB::bind_method(D_METHOD("voxel_structures_get"), &TerrainWorld::voxel_structures_get);
ClassDB::bind_method(D_METHOD("voxel_structures_set"), &TerrainWorld::voxel_structures_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "voxel_structures", PROPERTY_HINT_NONE, "23/20:TerrainStructure", PROPERTY_USAGE_DEFAULT, "TerrainStructure"), "voxel_structures_set", "voxel_structures_get");
BIND_VMETHOD(MethodInfo("_chunk_added", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
ClassDB::bind_method(D_METHOD("chunk_add", "chunk", "x", "z"), &TerrainWorld::chunk_add);
ClassDB::bind_method(D_METHOD("chunk_has", "x", "z"), &TerrainWorld::chunk_has);
ClassDB::bind_method(D_METHOD("chunk_get", "x", "z"), &TerrainWorld::chunk_get);
ClassDB::bind_method(D_METHOD("chunk_remove", "x", "z"), &TerrainWorld::chunk_remove);
ClassDB::bind_method(D_METHOD("chunk_remove_index", "index"), &TerrainWorld::chunk_remove_index);
ClassDB::bind_method(D_METHOD("chunk_get_index", "index"), &TerrainWorld::chunk_get_index);
ClassDB::bind_method(D_METHOD("chunk_get_count"), &TerrainWorld::chunk_get_count);
ClassDB::bind_method(D_METHOD("chunks_clear"), &TerrainWorld::chunks_clear);
ClassDB::bind_method(D_METHOD("chunks_get"), &TerrainWorld::chunks_get);
ClassDB::bind_method(D_METHOD("chunks_set"), &TerrainWorld::chunks_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "chunks", PROPERTY_HINT_NONE, "23/20:TerrainChunk", PROPERTY_USAGE_DEFAULT, "TerrainChunk"), "chunks_set", "chunks_get");
ClassDB::bind_method(D_METHOD("generation_queue_add_to", "chunk"), &TerrainWorld::generation_queue_add_to);
ClassDB::bind_method(D_METHOD("generation_queue_get_index", "index"), &TerrainWorld::generation_queue_get_index);
ClassDB::bind_method(D_METHOD("generation_queue_remove_index", "index"), &TerrainWorld::generation_queue_remove_index);
ClassDB::bind_method(D_METHOD("generation_queue_get_size"), &TerrainWorld::generation_queue_get_size);
ClassDB::bind_method(D_METHOD("generation_add_to", "chunk"), &TerrainWorld::generation_add_to);
ClassDB::bind_method(D_METHOD("generation_get_index", "index"), &TerrainWorld::generation_get_index);
ClassDB::bind_method(D_METHOD("generation_remove_index", "index"), &TerrainWorld::generation_remove_index);
ClassDB::bind_method(D_METHOD("generation_get_size"), &TerrainWorld::generation_get_size);
ADD_SIGNAL(MethodInfo("generation_finished"));
BIND_VMETHOD(MethodInfo("_generation_finished"));
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk"), "_create_chunk", PropertyInfo(Variant::INT, "x"), PropertyInfo(Variant::INT, "z"), PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
BIND_VMETHOD(MethodInfo("_prepare_chunk_for_generation", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
BIND_VMETHOD(MethodInfo("_generate_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
ClassDB::bind_method(D_METHOD("chunk_get_or_create", "x", "z"), &TerrainWorld::chunk_get_or_create);
ClassDB::bind_method(D_METHOD("chunk_create", "x", "z"), &TerrainWorld::chunk_create);
ClassDB::bind_method(D_METHOD("chunk_setup", "chunk"), &TerrainWorld::chunk_setup);
ClassDB::bind_method(D_METHOD("_create_chunk", "x", "z", "chunk"), &TerrainWorld::_create_chunk);
ClassDB::bind_method(D_METHOD("_generate_chunk", "chunk"), &TerrainWorld::_generate_chunk);
ClassDB::bind_method(D_METHOD("can_chunk_do_build_step"), &TerrainWorld::can_chunk_do_build_step);
ClassDB::bind_method(D_METHOD("is_position_walkable", "position"), &TerrainWorld::is_position_walkable);
ClassDB::bind_method(D_METHOD("on_chunk_mesh_generation_finished", "chunk"), &TerrainWorld::on_chunk_mesh_generation_finished);
#ifdef MODULE_PROPS_ENABLED
ClassDB::bind_method(D_METHOD("prop_add", "transform", "prop", "apply_voxel_scale"), &TerrainWorld::prop_add, DEFVAL(true));
#endif
//Lights
ClassDB::bind_method(D_METHOD("light_add", "light"), &TerrainWorld::light_add);
ClassDB::bind_method(D_METHOD("light_get", "index"), &TerrainWorld::light_get);
ClassDB::bind_method(D_METHOD("light_remove", "index"), &TerrainWorld::light_remove);
ClassDB::bind_method(D_METHOD("light_get_count"), &TerrainWorld::light_get_count);
ClassDB::bind_method(D_METHOD("lights_clear"), &TerrainWorld::lights_clear);
ClassDB::bind_method(D_METHOD("lights_get"), &TerrainWorld::lights_get);
ClassDB::bind_method(D_METHOD("lights_set", "chunks"), &TerrainWorld::lights_set);
ClassDB::bind_method(D_METHOD("get_voxel_at_world_position", "world_position", "channel_index"), &TerrainWorld::get_voxel_at_world_position);
ClassDB::bind_method(D_METHOD("set_voxel_at_world_position", "world_position", "data", "channel_index", "rebuild"), &TerrainWorld::set_voxel_at_world_position, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_chunk_at_world_position", "world_position"), &TerrainWorld::get_chunk_at_world_position);
ClassDB::bind_method(D_METHOD("get_or_create_chunk_at_world_position", "world_position"), &TerrainWorld::get_or_create_chunk_at_world_position);
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::INT, "ret"), "_get_channel_index_info", PropertyInfo(Variant::INT, "channel_type", PROPERTY_HINT_ENUM, BINDING_STRING_CHANNEL_TYPE_INFO)));
ClassDB::bind_method(D_METHOD("get_channel_index_info", "channel_type"), &TerrainWorld::get_channel_index_info);
ClassDB::bind_method(D_METHOD("_get_channel_index_info", "channel_type"), &TerrainWorld::_get_channel_index_info);
ClassDB::bind_method(D_METHOD("get_editor_camera"), &TerrainWorld::get_editor_camera);
BIND_VMETHOD(MethodInfo("_set_voxel_with_tool",
PropertyInfo(Variant::BOOL, "mode_add"),
PropertyInfo(Variant::VECTOR3, "hit_position"),
PropertyInfo(Variant::VECTOR3, "hit_normal"),
PropertyInfo(Variant::INT, "selected_voxel"),
PropertyInfo(Variant::INT, "isolevel")));
ClassDB::bind_method(D_METHOD("set_voxel_with_tool", "mode_add", "hit_position", "hit_normal", "selected_voxel", "isolevel"), &TerrainWorld::set_voxel_with_tool);
ClassDB::bind_method(D_METHOD("_set_voxel_with_tool", "mode_add", "hit_position", "hit_normal", "selected_voxel", "isolevel"), &TerrainWorld::_set_voxel_with_tool);
BIND_ENUM_CONSTANT(CHANNEL_TYPE_INFO_TYPE);
BIND_ENUM_CONSTANT(CHANNEL_TYPE_INFO_ISOLEVEL);
BIND_ENUM_CONSTANT(CHANNEL_TYPE_INFO_LIQUID_FLOW);
BIND_CONSTANT(NOTIFICATION_ACTIVE_STATE_CHANGED);
}