/*************************************************************************/ /* terrain_library.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_library.h" #include "../world/terrain_chunk.h" #include "terrain_material_cache.h" #include "modules/modules_enabled.gen.h" #ifdef MODULE_PROPS_ENABLED #include "../../props/props/prop_data.h" #endif #include "scene/resources/packed_scene.h" bool TerrainLibrary::get_initialized() const { return _initialized; } void TerrainLibrary::set_initialized(const bool value) { _initialized = value; } bool TerrainLibrary::supports_caching() { return call("_supports_caching"); } bool TerrainLibrary::_supports_caching() { return false; } //Materials Ref TerrainLibrary::material_get(const int index) { ERR_FAIL_INDEX_V(index, _materials.size(), Ref()); return _materials[index]; } Ref TerrainLibrary::material_lod_get(const int index) { ERR_FAIL_COND_V_MSG(_materials.size() == 0, Ref(), "Error! You should to add at least one material to TerrainLibrary! (By default it will use up to 5. See VoxelWorldDefault::_create_chunk().)"); if (index < 0) { return _materials[0]; } if (index >= _materials.size()) { return _materials[_materials.size() - 1]; } return _materials[index]; } void TerrainLibrary::material_cache_get_key(Ref chunk) { call("_material_cache_get_key", chunk); } void TerrainLibrary::_material_cache_get_key(Ref chunk) { } Ref TerrainLibrary::material_cache_get(const int key) { return call("_material_cache_get", key); } Ref TerrainLibrary::_material_cache_get(const int key) { ERR_FAIL_V_MSG(Ref(), "This TerrainLibrary doesn't support cached materials!"); } void TerrainLibrary::material_cache_unref(const int key) { call("_material_cache_unref", key); } void TerrainLibrary::_material_cache_unref(const int key) { } void TerrainLibrary::material_add(const Ref &value) { ERR_FAIL_COND(!value.is_valid()); _materials.push_back(value); } void TerrainLibrary::material_set(const int index, const Ref &value) { ERR_FAIL_INDEX(index, _materials.size()); _materials.set(index, value); } void TerrainLibrary::material_remove(const int index) { _materials.remove(index); } int TerrainLibrary::material_get_num() const { return _materials.size(); } void TerrainLibrary::materials_clear() { _materials.clear(); } Vector TerrainLibrary::materials_get() { VARIANT_ARRAY_GET(_materials); } void TerrainLibrary::materials_set(const Vector &materials) { _materials.clear(); for (int i = 0; i < materials.size(); i++) { Ref material = Ref(materials[i]); _materials.push_back(material); } } //Liquid Materials Ref TerrainLibrary::liquid_material_get(const int index) { ERR_FAIL_INDEX_V(index, _liquid_materials.size(), Ref()); return _liquid_materials[index]; } Ref TerrainLibrary::liquid_material_lod_get(const int index) { ERR_FAIL_COND_V_MSG(_liquid_materials.size() == 0, Ref(), "Error! You should to add at least one liquid to TerrainLibrary! (By default it will use up to 5. See VoxelWorldDefault::_create_chunk().)"); if (index < 0) { return _liquid_materials[0]; } if (index >= _liquid_materials.size()) { return _liquid_materials[_liquid_materials.size() - 1]; } return _liquid_materials[index]; } void TerrainLibrary::liquid_material_cache_get_key(Ref chunk) { call("_liquid_material_cache_get_key", chunk); } void TerrainLibrary::_liquid_material_cache_get_key(Ref chunk) { } Ref TerrainLibrary::liquid_material_cache_get(const int key) { return call("_liquid_material_cache_get", key); } Ref TerrainLibrary::_liquid_material_cache_get(const int key) { ERR_FAIL_V_MSG(Ref(), "This TerrainLibrary doesn't support cached liquid materials!"); } void TerrainLibrary::liquid_material_cache_unref(const int key) { call("_liquid_material_cache_unref", key); } void TerrainLibrary::_liquid_material_cache_unref(const int key) { } void TerrainLibrary::liquid_material_add(const Ref &value) { ERR_FAIL_COND(!value.is_valid()); _liquid_materials.push_back(value); } void TerrainLibrary::liquid_material_set(const int index, const Ref &value) { ERR_FAIL_INDEX(index, _liquid_materials.size()); _liquid_materials.set(index, value); } void TerrainLibrary::liquid_material_remove(const int index) { _liquid_materials.remove(index); } int TerrainLibrary::liquid_material_get_num() const { return _liquid_materials.size(); } void TerrainLibrary::liquid_materials_clear() { _liquid_materials.clear(); } Vector TerrainLibrary::liquid_materials_get() { VARIANT_ARRAY_GET(_liquid_materials); } void TerrainLibrary::liquid_materials_set(const Vector &materials) { _liquid_materials.clear(); for (int i = 0; i < materials.size(); i++) { Ref material = Ref(materials[i]); _liquid_materials.push_back(material); } } //Prop Materials Ref TerrainLibrary::prop_material_get(const int index) { ERR_FAIL_INDEX_V(index, _prop_materials.size(), Ref()); return _prop_materials[index]; } Ref TerrainLibrary::prop_material_lod_get(const int index) { ERR_FAIL_COND_V_MSG(_prop_materials.size() == 0, Ref(), "Error! You should to add at least one prop material to TerrainLibrary! (By default it will use up to 5. See VoxelWorldDefault::_create_chunk().)"); if (index < 0) { return _prop_materials[0]; } if (index >= _prop_materials.size()) { return _prop_materials[_prop_materials.size() - 1]; } return _prop_materials[index]; } void TerrainLibrary::prop_material_cache_get_key(Ref chunk) { call("_prop_material_cache_get_key", chunk); } void TerrainLibrary::_prop_material_cache_get_key(Ref chunk) { } Ref TerrainLibrary::prop_material_cache_get(const int key) { return call("_prop_material_cache_get", key); } Ref TerrainLibrary::_prop_material_cache_get(const int key) { ERR_FAIL_V_MSG(Ref(), "This TerrainLibrary doesn't support cached prop materials!"); } void TerrainLibrary::prop_material_cache_unref(const int key) { call("_prop_material_cache_unref", key); } void TerrainLibrary::_prop_material_cache_unref(const int key) { } void TerrainLibrary::prop_material_add(const Ref &value) { ERR_FAIL_COND(!value.is_valid()); _prop_materials.push_back(value); } void TerrainLibrary::prop_material_set(const int index, const Ref &value) { ERR_FAIL_INDEX(index, _prop_materials.size()); _prop_materials.set(index, value); } void TerrainLibrary::prop_material_remove(const int index) { _prop_materials.remove(index); } int TerrainLibrary::prop_material_get_num() const { return _prop_materials.size(); } void TerrainLibrary::prop_materials_clear() { _prop_materials.clear(); } Vector TerrainLibrary::prop_materials_get() { VARIANT_ARRAY_GET(_prop_materials); } void TerrainLibrary::prop_materials_set(const Vector &materials) { VARIANT_ARRAY_SET(materials, _prop_materials, Material); } //Surfaces Ref TerrainLibrary::terra_surface_get(const int index) { return Ref(); } void TerrainLibrary::terra_surface_add(Ref value) { } void TerrainLibrary::terra_surface_set(int index, Ref value) { } void TerrainLibrary::terra_surface_remove(const int index) { } int TerrainLibrary::terra_surface_get_num() const { return 0; } void TerrainLibrary::terra_surfaces_clear() { } Ref TerrainLibrary::scene_get(const int id) { return Ref(); } void TerrainLibrary::scene_add(Ref value) { } void TerrainLibrary::scene_set(int id, Ref value) { } void TerrainLibrary::scene_remove(const int id) { } int TerrainLibrary::scene_get_num() const { return 0; } void TerrainLibrary::scenes_clear() { } #ifdef MODULE_PROPS_ENABLED Ref TerrainLibrary::prop_get(const int id) { return Ref(); } void TerrainLibrary::prop_add(Ref value) { } bool TerrainLibrary::prop_has(const Ref &value) const { return false; } void TerrainLibrary::prop_set(int id, Ref value) { } void TerrainLibrary::prop_remove(const int id) { } int TerrainLibrary::prop_get_num() const { return 0; } void TerrainLibrary::props_clear() { } Rect2 TerrainLibrary::get_prop_uv_rect(const Ref &texture) { return Rect2(0, 0, 1, 1); } #endif //Rects void TerrainLibrary::refresh_rects() { _initialized = true; } void TerrainLibrary::setup_material_albedo(int material_index, Ref texture) { if (has_method("_setup_material_albedo")) { call("_setup_material_albedo", material_index, texture); } } TerrainLibrary::TerrainLibrary() { _initialized = false; } TerrainLibrary::~TerrainLibrary() { _materials.clear(); _liquid_materials.clear(); _prop_materials.clear(); } void TerrainLibrary::_bind_methods() { ClassDB::bind_method(D_METHOD("get_initialized"), &TerrainLibrary::get_initialized); ClassDB::bind_method(D_METHOD("set_initialized", "value"), &TerrainLibrary::set_initialized); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", 0), "set_initialized", "get_initialized"); BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "ret"), "_supports_caching")); ClassDB::bind_method(D_METHOD("_supports_caching"), &TerrainLibrary::_supports_caching); ClassDB::bind_method(D_METHOD("supports_caching"), &TerrainLibrary::supports_caching); BIND_VMETHOD(MethodInfo("_setup_material_albedo", PropertyInfo(Variant::INT, "material_index"), PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"))); BIND_VMETHOD(MethodInfo("_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk"))); BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "TerrainMaterialCache"), "_material_cache_get", PropertyInfo(Variant::INT, "key"))); BIND_VMETHOD(MethodInfo("_material_cache_unref", PropertyInfo(Variant::INT, "key"))); ClassDB::bind_method(D_METHOD("material_get", "index"), &TerrainLibrary::material_get); ClassDB::bind_method(D_METHOD("material_lod_get", "index"), &TerrainLibrary::material_lod_get); ClassDB::bind_method(D_METHOD("material_cache_get_key", "chunk"), &TerrainLibrary::material_cache_get_key); ClassDB::bind_method(D_METHOD("_material_cache_get_key", "chunk"), &TerrainLibrary::_material_cache_get_key); ClassDB::bind_method(D_METHOD("material_cache_get", "key"), &TerrainLibrary::material_cache_get); ClassDB::bind_method(D_METHOD("_material_cache_get", "key"), &TerrainLibrary::_material_cache_get); ClassDB::bind_method(D_METHOD("material_cache_unref", "key"), &TerrainLibrary::material_cache_unref); ClassDB::bind_method(D_METHOD("_material_cache_unref", "key"), &TerrainLibrary::_material_cache_unref); ClassDB::bind_method(D_METHOD("material_add", "value"), &TerrainLibrary::material_add); ClassDB::bind_method(D_METHOD("material_set", "index", "value"), &TerrainLibrary::material_set); ClassDB::bind_method(D_METHOD("material_remove", "index"), &TerrainLibrary::material_remove); ClassDB::bind_method(D_METHOD("material_get_num"), &TerrainLibrary::material_get_num); ClassDB::bind_method(D_METHOD("materials_clear"), &TerrainLibrary::materials_clear); ClassDB::bind_method(D_METHOD("materials_get"), &TerrainLibrary::materials_get); ClassDB::bind_method(D_METHOD("materials_set"), &TerrainLibrary::materials_set); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "23/20:Material", PROPERTY_USAGE_DEFAULT, "Material"), "materials_set", "materials_get"); BIND_VMETHOD(MethodInfo("_liquid_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk"))); BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "TerrainMaterialCache"), "_liquid_material_cache_get", PropertyInfo(Variant::INT, "key"))); BIND_VMETHOD(MethodInfo("_liquid_material_cache_unref", PropertyInfo(Variant::INT, "key"))); ClassDB::bind_method(D_METHOD("liquid_material_get", "index"), &TerrainLibrary::liquid_material_get); ClassDB::bind_method(D_METHOD("liquid_material_lod_get", "index"), &TerrainLibrary::liquid_material_lod_get); ClassDB::bind_method(D_METHOD("liquid_material_cache_get_key", "chunk"), &TerrainLibrary::liquid_material_cache_get_key); ClassDB::bind_method(D_METHOD("_liquid_material_cache_get_key", "chunk"), &TerrainLibrary::_liquid_material_cache_get_key); ClassDB::bind_method(D_METHOD("liquid_material_cache_get", "key"), &TerrainLibrary::liquid_material_cache_get); ClassDB::bind_method(D_METHOD("_liquid_material_cache_get", "key"), &TerrainLibrary::_liquid_material_cache_get); ClassDB::bind_method(D_METHOD("liquid_material_cache_unref", "key"), &TerrainLibrary::liquid_material_cache_unref); ClassDB::bind_method(D_METHOD("_liquid_material_cache_unref", "key"), &TerrainLibrary::_liquid_material_cache_unref); ClassDB::bind_method(D_METHOD("liquid_material_add", "value"), &TerrainLibrary::liquid_material_add); ClassDB::bind_method(D_METHOD("liquid_material_set", "index", "value"), &TerrainLibrary::liquid_material_set); ClassDB::bind_method(D_METHOD("liquid_material_remove", "index"), &TerrainLibrary::liquid_material_remove); ClassDB::bind_method(D_METHOD("liquid_material_get_num"), &TerrainLibrary::liquid_material_get_num); ClassDB::bind_method(D_METHOD("liquid_materials_clear"), &TerrainLibrary::liquid_materials_clear); ClassDB::bind_method(D_METHOD("liquid_materials_get"), &TerrainLibrary::liquid_materials_get); ClassDB::bind_method(D_METHOD("liquid_materials_set"), &TerrainLibrary::liquid_materials_set); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "liquid_materials", PROPERTY_HINT_NONE, "23/20:Material", PROPERTY_USAGE_DEFAULT, "Material"), "liquid_materials_set", "liquid_materials_get"); BIND_VMETHOD(MethodInfo("_prop_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk"))); BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "TerrainMaterialCache"), "_prop_material_cache_get", PropertyInfo(Variant::INT, "key"))); BIND_VMETHOD(MethodInfo("_prop_material_cache_unref", PropertyInfo(Variant::INT, "key"))); ClassDB::bind_method(D_METHOD("prop_material_get", "index"), &TerrainLibrary::prop_material_get); ClassDB::bind_method(D_METHOD("prop_material_lod_get", "index"), &TerrainLibrary::prop_material_lod_get); ClassDB::bind_method(D_METHOD("prop_material_cache_get_key", "chunk"), &TerrainLibrary::prop_material_cache_get_key); ClassDB::bind_method(D_METHOD("_prop_material_cache_get_key", "chunk"), &TerrainLibrary::_prop_material_cache_get_key); ClassDB::bind_method(D_METHOD("prop_material_cache_get", "key"), &TerrainLibrary::prop_material_cache_get); ClassDB::bind_method(D_METHOD("_prop_material_cache_get", "key"), &TerrainLibrary::_prop_material_cache_get); ClassDB::bind_method(D_METHOD("prop_material_cache_unref", "key"), &TerrainLibrary::prop_material_cache_unref); ClassDB::bind_method(D_METHOD("_prop_material_cache_unref", "key"), &TerrainLibrary::_prop_material_cache_unref); ClassDB::bind_method(D_METHOD("prop_material_add", "value"), &TerrainLibrary::prop_material_add); ClassDB::bind_method(D_METHOD("prop_material_set", "index", "value"), &TerrainLibrary::prop_material_set); ClassDB::bind_method(D_METHOD("prop_material_remove", "index"), &TerrainLibrary::prop_material_remove); ClassDB::bind_method(D_METHOD("prop_material_get_num"), &TerrainLibrary::prop_material_get_num); ClassDB::bind_method(D_METHOD("prop_materials_clear"), &TerrainLibrary::prop_materials_clear); ClassDB::bind_method(D_METHOD("prop_materials_get"), &TerrainLibrary::prop_materials_get); ClassDB::bind_method(D_METHOD("prop_materials_set"), &TerrainLibrary::prop_materials_set); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "prop_materials", PROPERTY_HINT_NONE, "23/20:Material", PROPERTY_USAGE_DEFAULT, "Material"), "prop_materials_set", "prop_materials_get"); ClassDB::bind_method(D_METHOD("terra_surface_get", "index"), &TerrainLibrary::terra_surface_get); ClassDB::bind_method(D_METHOD("terra_surface_add", "value"), &TerrainLibrary::terra_surface_add); ClassDB::bind_method(D_METHOD("terra_surface_set", "index", "surface"), &TerrainLibrary::terra_surface_set); ClassDB::bind_method(D_METHOD("terra_surface_remove", "index"), &TerrainLibrary::terra_surface_remove); ClassDB::bind_method(D_METHOD("terra_surface_get_num"), &TerrainLibrary::terra_surface_get_num); ClassDB::bind_method(D_METHOD("terra_surfaces_clear"), &TerrainLibrary::terra_surfaces_clear); ClassDB::bind_method(D_METHOD("scene_get", "index"), &TerrainLibrary::scene_get); ClassDB::bind_method(D_METHOD("scene_add", "value"), &TerrainLibrary::scene_add); ClassDB::bind_method(D_METHOD("scene_set", "index", "value"), &TerrainLibrary::scene_set); ClassDB::bind_method(D_METHOD("scene_remove", "index"), &TerrainLibrary::scene_remove); ClassDB::bind_method(D_METHOD("scene_get_num"), &TerrainLibrary::scene_get_num); ClassDB::bind_method(D_METHOD("scenes_clear"), &TerrainLibrary::scenes_clear); #ifdef MODULE_PROPS_ENABLED ClassDB::bind_method(D_METHOD("prop_get", "id"), &TerrainLibrary::prop_get); ClassDB::bind_method(D_METHOD("prop_add", "value"), &TerrainLibrary::prop_add); ClassDB::bind_method(D_METHOD("prop_has", "prop"), &TerrainLibrary::prop_has); ClassDB::bind_method(D_METHOD("prop_set", "id", "surface"), &TerrainLibrary::prop_set); ClassDB::bind_method(D_METHOD("prop_remove", "id"), &TerrainLibrary::prop_remove); ClassDB::bind_method(D_METHOD("prop_get_num"), &TerrainLibrary::prop_get_num); ClassDB::bind_method(D_METHOD("props_clear"), &TerrainLibrary::props_clear); #endif ClassDB::bind_method(D_METHOD("refresh_rects"), &TerrainLibrary::refresh_rects); ClassDB::bind_method(D_METHOD("setup_material_albedo", "material_index", "texture"), &TerrainLibrary::setup_material_albedo); BIND_CONSTANT(MATERIAL_INDEX_TERRAIN); BIND_CONSTANT(MATERIAL_INDEX_LIQUID); BIND_CONSTANT(MATERIAL_INDEX_PROP); }