pandemonium_engine/modules/terraman_2d/world/terrain_2d_chunk.h

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#ifndef TERRAIN_2D_CHUNK_H
#define TERRAIN_2D_CHUNK_H
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/*************************************************************************/
/* terrain_2d_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 "terrain_2d_world.h"
#include "../data/terrain_2d_light.h"
#include "../meshers/terrain_2d_mesher.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_PROPS_2D_ENABLED
#include "../../props_2d/props/prop_2d_data.h"
#endif
#include "scene/resources/shapes_2d/shape_2d.h"
#include "../library/terrain_2d_library.h"
#include "../library/terrain_2d_surface.h"
//debug meshes update
//light ppu -> max(cell_size.x, cell_zise.y)
//Props->ppu -> cell size
//mesh gen-> dont scale images, put exact sized meshes, but on the grid Also pivots (just a vector2 offset should work)
//Add custom mesh transform
//create lods and use isolevel build flag remove
//chunk marbgin dfefaul = 1 ok
//reimplement colliders
// add colliders where tile is missing, but has neighbours
//Add pivot support to surfaces
//Remove faces from the surfaces, shoul donly have one.
//Scale RAO to the cell size
//Reimplement props
//Add wall layer (normal types, but gets a different mesh) ? -> TiledWalls are probably better, and they do this if props are fixed
//Also if they are not merged they can be hidden one by one (even automatically)
//mdi2d
//sprite -> convert to mdi2d
//meshinstance2d->mdi2d
class Terrain2DJob;
class Terrain2DWorld;
class Terrain2DStructure;
class Terrain2DChunk : public Resource {
GDCLASS(Terrain2DChunk, Resource);
_THREAD_SAFE_CLASS_
public:
enum {
TERRAIN_2D_CHUNK_STATE_OK = 0,
};
public:
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_build_aborted() const;
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_size_x() const;
int get_size_y() const;
void set_size_x(const int value);
void set_size_y(const int value);
int get_data_size_x() const;
int get_data_size_y() const;
void set_data_size_x(const int value);
void set_data_size_y(const int value);
Vector2 get_position() const;
Vector2 get_size() const;
Vector2 get_world_position() const;
Vector2 get_world_size() const;
Rect2 get_world_rect() const;
void set_position(const int x, const int y);
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<Terrain2DLibrary> get_library();
void set_library(const Ref<Terrain2DLibrary> &value);
int get_cell_size_x() const;
void set_cell_size_x(const int value);
int get_cell_size_y() const;
void set_cell_size_y(const int value);
Terrain2DWorld *get_voxel_world() const;
void set_voxel_world(Terrain2DWorld *world);
void set_voxel_world_bind(Node *world);
Transform2D mesh_transform_terrain_get();
void mesh_transform_terrain_set(const Transform2D &value);
Transform2D mesh_transform_wall_north_get();
void mesh_transform_wall_north_set(const Transform2D &value);
Transform2D mesh_transform_wall_south_get();
void mesh_transform_wall_south_set(const Transform2D &value);
Transform2D mesh_transform_wall_east_get();
void mesh_transform_wall_east_set(const Transform2D &value);
Transform2D mesh_transform_wall_west_get();
void mesh_transform_wall_west_set(const Transform2D &value);
Ref<Shape2D> get_default_tile_shape();
void set_default_tile_shape(const Ref<Shape2D> &shape);
//Jobs
Ref<Terrain2DJob> job_get(const int index) const;
void job_set(const int index, const Ref<Terrain2DJob> &job);
void job_remove(const int index);
void job_add(const Ref<Terrain2DJob> &job);
int job_get_count() const;
int job_get_current_index();
void job_next();
Ref<Terrain2DJob> job_get_current();
//Channels
void channel_setup();
void set_size(const int size_x, const int size_y, const int margin_start = 0, const int margin_end = 0);
bool validate_data_position(const int x, const int y) const;
uint8_t get_voxel(const int p_x, const int p_y, const int p_index) const;
void set_voxel(const uint8_t p_value, const int p_x, const int p_y, 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 get_data_index(const int x, const int y) const;
int get_data_size() const;
//Terra Structures
Ref<Terrain2DStructure> voxel_structure_get(const int index) const;
void voxel_structure_add(const Ref<Terrain2DStructure> &structure);
void voxel_structure_remove(const Ref<Terrain2DStructure> &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<Terrain2DStructure> structure, const Vector2 &world_position);
Vector<Variant> voxel_structures_get();
void voxel_structures_set(const Vector<Variant> &structures);
//Meshing
void build();
void clear();
void finalize_build();
void cancel_build();
void _build();
//light Baking
void bake_lights();
void bake_light(Ref<Terrain2DLight> light);
void clear_baked_lights();
#ifdef MODULE_PROPS_2D_ENABLED
void prop_add(const Transform2D &tarnsform, const Ref<Prop2DData> &prop);
Ref<Prop2DData> prop_get(const int index);
Transform2D 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 Vector2 &local_data_pos, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture = Ref<Texture>(), const Color &color = Color(1, 1, 1, 1), const bool apply_scale = true);
int mesh_data_resource_add(const Transform2D &local_transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture = Ref<Texture>(), const Color &color = Color(1, 1, 1, 1), const bool apply_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);
Transform2D mesh_data_resource_get_transform(const int index);
void mesh_data_resource_set_transform(const int index, const Transform2D &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 Transform2D &local_transform, const Ref<Shape2D> &shape, const RID &shape_rid = RID(), const RID &body = RID());
Transform2D collider_get_transform(const int index);
void collider_set_transform(const int index, const Transform2D &transform);
Ref<Shape2D> collider_get_shape(const int index);
void collider_set_shape(const int index, const Ref<Shape2D> &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<Terrain2DLight> &light);
void world_light_removed(const Ref<Terrain2DLight> &light);
void generation_process(const float delta);
void generation_physics_process(const float delta);
void draw();
Transform2D get_transform() const;
void set_transform(const Transform2D &transform);
Transform2D get_global_transform() const;
Vector2 to_local(Vector2 p_global) const;
Vector2 to_global(Vector2 p_local) const;
bool is_safe_to_delete();
_FORCE_INLINE_ RID get_canvas_item(const int index) const {
return _canvas_items[index];
}
_FORCE_INLINE_ int get_canvas_item_count() {
return _canvas_items.size();
}
void setup_canvas_items_size(const int amount);
Terrain2DChunk();
~Terrain2DChunk();
#if TOOLS_ENABLED
RID _debug_canvas_item;
#endif
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_2D_ENABLED
struct Prop2DDataStore {
Transform2D transform;
Ref<Prop2DData> prop;
};
#endif
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
struct MeshDataResourceEntry {
Ref<MeshDataResource> mesh;
Ref<Texture> texture;
Color color;
Rect2 uv_rect;
Transform2D transform;
bool is_inside;
};
#endif
struct ColliderBody {
Transform2D transform;
RID body;
Ref<Shape2D> 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_processing;
bool _is_phisics_processing;
bool _is_visible;
bool _is_generating;
bool _dirty;
int _state;
bool _is_in_tree;
Terrain2DWorld *_voxel_world;
int _position_x;
int _position_y;
int _size_x;
int _size_y;
int _data_size_x;
int _data_size_y;
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;
int _cell_size_x;
int _cell_size_y;
int _current_job;
Vector<Ref<Terrain2DJob>> _jobs;
Ref<Terrain2DLibrary> _library;
Vector<Ref<Terrain2DStructure>> _voxel_structures;
#ifdef MODULE_PROPS_2D_ENABLED
Vector<Prop2DDataStore> _props;
#endif
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
Vector<MeshDataResourceEntry> _mesh_data_resources;
#endif
Vector<ColliderBody> _colliders;
Transform2D _transform;
bool _abort_build;
bool _queued_generation;
Ref<Shape2D> _default_tile_shape;
Vector<RID> _canvas_items;
Transform2D _mesh_transform_terrain;
Transform2D _mesh_transform_wall_north;
Transform2D _mesh_transform_wall_south;
Transform2D _mesh_transform_wall_east;
Transform2D _mesh_transform_wall_west;
};
#endif