mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-29 23:27:12 +01:00
468 lines
13 KiB
C++
468 lines
13 KiB
C++
#ifndef TERRAIN_2D_CHUNK_H
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#define TERRAIN_2D_CHUNK_H
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "core/array.h"
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#include "core/engine.h"
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#include "core/resource.h"
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#include "core/ustring.h"
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#include "../defines.h"
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#include "core/pool_vector.h"
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#include "core/os/mutex.h"
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#include "core/os/thread.h"
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#include "core/os/thread_safe.h"
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#include "scene/resources/packed_scene.h"
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#include "terrain_2d_world.h"
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#include "../data/terrain_2d_light.h"
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#include "../meshers/terrain_2d_mesher.h"
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#if PROPS_2D_PRESENT
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#include "../../props_2d/props/prop_2d_data.h"
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#endif
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#include "scene/resources/shape_2d.h"
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#include "../library/terrain_2d_library.h"
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#include "../library/terrain_2d_surface.h"
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//debug meshes update
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//light ppu -> max(cell_size.x, cell_zise.y)
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//Props->ppu -> cell size
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//mesh gen-> dont scale images, put exact sized meshes, but on the grid Also pivots (just a vector2 offset should work)
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//Add custom mesh transform
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//create lods and use isolevel build flag remove
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//chunk marbgin dfefaul = 1 ok
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//reimplement colliders
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// add colliders where tile is missing, but has neighbours
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//Add pivot support to surfaces
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//Remove faces from the surfaces, shoul donly have one.
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//Scale RAO to the cell size
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//Reimplement props
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//Add wall layer (normal types, but gets a different mesh) ? -> TiledWalls are probably better, and they do this if props are fixed
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//Also if they are not merged they can be hidden one by one (even automatically)
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//mdi2d
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//sprite -> convert to mdi2d
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//meshinstance2d->mdi2d
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class Terrain2DJob;
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class Terrain2DWorld;
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class Terrain2DStructure;
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class Terrain2DChunk : public Resource {
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GDCLASS(Terrain2DChunk, Resource);
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_THREAD_SAFE_CLASS_
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public:
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enum {
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TERRAIN_2D_CHUNK_STATE_OK = 0,
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};
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public:
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bool get_process() const;
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void set_process(const bool value);
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bool get_physics_process() const;
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void set_physics_process(const bool value);
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bool get_visible() const;
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void set_visible(const bool value);
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bool get_is_generating() const;
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void set_is_generating(const bool value);
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bool is_build_aborted() const;
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bool is_in_tree() const;
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bool get_dirty() const;
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void set_dirty(const bool value);
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int get_state() const;
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void set_state(int value);
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int get_position_x() const;
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void set_position_x(const int value);
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int get_position_y() const;
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void set_position_y(const int value);
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int get_size_x() const;
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int get_size_y() const;
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void set_size_x(const int value);
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void set_size_y(const int value);
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int get_data_size_x() const;
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int get_data_size_y() const;
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void set_data_size_x(const int value);
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void set_data_size_y(const int value);
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Vector2 get_position() const;
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Vector2 get_size() const;
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Vector2 get_world_position() const;
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Vector2 get_world_size() const;
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Rect2 get_world_rect() const;
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void set_position(const int x, const int y);
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int get_margin_start() const;
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int get_margin_end() const;
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void set_margin_start(const int value);
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void set_margin_end(const int value);
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int material_cache_key_get() const;
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void material_cache_key_set(const int value);
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bool material_cache_key_has() const;
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void material_cache_key_has_set(const bool value);
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int liquid_material_cache_key_get() const;
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void liquid_material_cache_key_set(const int value);
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bool liquid_material_cache_key_has() const;
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void liquid_material_cache_key_has_set(const bool value);
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int prop_material_cache_key_get() const;
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void prop_material_cache_key_set(const int value);
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bool prop_material_cache_key_has() const;
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void prop_material_cache_key_has_set(const bool value);
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Ref<Terrain2DLibrary> get_library();
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void set_library(const Ref<Terrain2DLibrary> &value);
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int get_cell_size_x() const;
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void set_cell_size_x(const int value);
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int get_cell_size_y() const;
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void set_cell_size_y(const int value);
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Terrain2DWorld *get_voxel_world() const;
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void set_voxel_world(Terrain2DWorld *world);
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void set_voxel_world_bind(Node *world);
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Transform2D mesh_transform_terrain_get();
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void mesh_transform_terrain_set(const Transform2D &value);
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Transform2D mesh_transform_wall_north_get();
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void mesh_transform_wall_north_set(const Transform2D &value);
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Transform2D mesh_transform_wall_south_get();
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void mesh_transform_wall_south_set(const Transform2D &value);
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Transform2D mesh_transform_wall_east_get();
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void mesh_transform_wall_east_set(const Transform2D &value);
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Transform2D mesh_transform_wall_west_get();
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void mesh_transform_wall_west_set(const Transform2D &value);
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Ref<Shape2D> get_default_tile_shape();
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void set_default_tile_shape(const Ref<Shape2D> &shape);
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//Jobs
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Ref<Terrain2DJob> job_get(const int index) const;
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void job_set(const int index, const Ref<Terrain2DJob> &job);
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void job_remove(const int index);
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void job_add(const Ref<Terrain2DJob> &job);
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int job_get_count() const;
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int job_get_current_index();
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void job_next();
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Ref<Terrain2DJob> job_get_current();
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//Channels
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void channel_setup();
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void set_size(const int size_x, const int size_y, const int margin_start = 0, const int margin_end = 0);
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bool validate_data_position(const int x, const int y) const;
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uint8_t get_voxel(const int p_x, const int p_y, const int p_index) const;
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void set_voxel(const uint8_t p_value, const int p_x, const int p_y, const int p_index);
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int channel_get_count() const;
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void channel_set_count(const int count);
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bool channel_is_allocated(const int channel_index);
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void channel_ensure_allocated(const int channel_index, const uint8_t default_value = 0);
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void channel_allocate(const int channel_index, const uint8_t default_value = 0);
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void channel_fill(const uint8_t value, const int channel_index);
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void channel_dealloc(const int channel_index);
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uint8_t *channel_get(const int channel_index);
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uint8_t *channel_get_valid(const int channel_index, const uint8_t default_value = 0);
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PoolByteArray channel_get_array(const int channel_index) const;
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void channel_set_array(const int channel_index, const PoolByteArray &array);
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PoolByteArray channel_get_compressed(const int channel_index) const;
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void channel_set_compressed(const int channel_index, const PoolByteArray &data);
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int get_index(const int x, const int y) const;
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int get_data_index(const int x, const int y) const;
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int get_data_size() const;
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//Terra Structures
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Ref<Terrain2DStructure> voxel_structure_get(const int index) const;
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void voxel_structure_add(const Ref<Terrain2DStructure> &structure);
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void voxel_structure_remove(const Ref<Terrain2DStructure> &structure);
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void voxel_structure_remove_index(const int index);
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void voxel_structure_clear();
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int voxel_structure_get_count() const;
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void voxel_structure_add_at_position(Ref<Terrain2DStructure> structure, const Vector2 &world_position);
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Vector<Variant> voxel_structures_get();
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void voxel_structures_set(const Vector<Variant> &structures);
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//Meshing
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void build();
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void clear();
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void finalize_build();
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void cancel_build();
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void _build();
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//light Baking
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void bake_lights();
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void bake_light(Ref<Terrain2DLight> light);
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void clear_baked_lights();
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#if PROPS_2D_PRESENT
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void prop_add(const Transform2D &tarnsform, const Ref<Prop2DData> &prop);
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Ref<Prop2DData> prop_get(const int index);
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Transform2D prop_get_tarnsform(const int index);
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int prop_get_count() const;
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void prop_remove(const int index);
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void props_clear();
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#endif
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#if MESH_DATA_RESOURCE_PRESENT
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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);
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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);
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Ref<MeshDataResource> mesh_data_resource_get(const int index);
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void mesh_data_resource_set(const int index, const Ref<MeshDataResource> &mesh);
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Ref<Texture> mesh_data_resource_get_texture(const int index);
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void mesh_data_resource_set_texture(const int index, const Ref<Texture> &texture);
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Color mesh_data_resource_get_color(const int index);
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void mesh_data_resource_set_color(const int index, const Color &color);
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Rect2 mesh_data_resource_get_uv_rect(const int index);
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void mesh_data_resource_set_uv_rect(const int index, const Rect2 &uv_rect);
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Transform2D mesh_data_resource_get_transform(const int index);
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void mesh_data_resource_set_transform(const int index, const Transform2D &transform);
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bool mesh_data_resource_get_is_inside(const int index);
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void mesh_data_resource_set_is_inside(const int index, const bool inside);
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int mesh_data_resource_get_count() const;
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void mesh_data_resource_remove(const int index);
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void mesh_data_resource_clear();
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#endif
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//Colliders
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int collider_add(const Transform2D &local_transform, const Ref<Shape2D> &shape, const RID &shape_rid = RID(), const RID &body = RID());
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Transform2D collider_get_transform(const int index);
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void collider_set_transform(const int index, const Transform2D &transform);
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Ref<Shape2D> collider_get_shape(const int index);
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void collider_set_shape(const int index, const Ref<Shape2D> &shape);
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RID collider_get_shape_rid(const int index);
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void collider_set_shape_rid(const int index, const RID &rid);
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RID collider_get_body(const int index);
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void collider_set_body(const int index, const RID &rid);
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int collider_get_count() const;
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void collider_remove(const int index);
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void colliders_clear();
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//handlers
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void enter_tree();
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void exit_tree();
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void process(const float delta);
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void physics_process(const float delta);
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void world_transform_changed();
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void visibility_changed(const bool visible);
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void world_light_added(const Ref<Terrain2DLight> &light);
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void world_light_removed(const Ref<Terrain2DLight> &light);
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void generation_process(const float delta);
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void generation_physics_process(const float delta);
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void draw();
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Transform2D get_transform() const;
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void set_transform(const Transform2D &transform);
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Transform2D get_global_transform() const;
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Vector2 to_local(Vector2 p_global) const;
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Vector2 to_global(Vector2 p_local) const;
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bool is_safe_to_delete();
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_FORCE_INLINE_ RID get_canvas_item(const int index) const {
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return _canvas_items[index];
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}
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_FORCE_INLINE_ int get_canvas_item_count() {
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return _canvas_items.size();
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}
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void setup_canvas_items_size(const int amount);
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Terrain2DChunk();
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~Terrain2DChunk();
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#if TOOLS_ENABLED
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RID _debug_canvas_item;
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#endif
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protected:
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virtual void _enter_tree();
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virtual void _exit_tree();
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virtual void _generation_process(const float delta);
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virtual void _generation_physics_process(const float delta);
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protected:
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#if PROPS_2D_PRESENT
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struct Prop2DDataStore {
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Transform2D transform;
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Ref<Prop2DData> prop;
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};
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#endif
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#if MESH_DATA_RESOURCE_PRESENT
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struct MeshDataResourceEntry {
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Ref<MeshDataResource> mesh;
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Ref<Texture> texture;
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Color color;
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Rect2 uv_rect;
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Transform2D transform;
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bool is_inside;
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};
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#endif
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struct ColliderBody {
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Transform2D transform;
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RID body;
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Ref<Shape2D> shape;
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RID shape_rid;
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};
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protected:
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virtual void _world_transform_changed();
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/*
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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*/
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static void _bind_methods();
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bool _is_processing;
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bool _is_phisics_processing;
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bool _is_visible;
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bool _is_generating;
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bool _dirty;
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int _state;
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bool _is_in_tree;
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Terrain2DWorld *_voxel_world;
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int _position_x;
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int _position_y;
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int _size_x;
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int _size_y;
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int _data_size_x;
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int _data_size_y;
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int _margin_start;
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int _margin_end;
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int _material_cache_key;
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bool _material_cache_key_has;
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int _liquid_material_cache_key;
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bool _liquid_material_cache_key_has;
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int _prop_material_cache_key;
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bool _prop_material_cache_key_has;
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Vector<uint8_t *> _channels;
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int _cell_size_x;
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int _cell_size_y;
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int _current_job;
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Vector<Ref<Terrain2DJob>> _jobs;
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Ref<Terrain2DLibrary> _library;
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Vector<Ref<Terrain2DStructure>> _voxel_structures;
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#if PROPS_2D_PRESENT
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Vector<Prop2DDataStore> _props;
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#endif
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#if MESH_DATA_RESOURCE_PRESENT
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Vector<MeshDataResourceEntry> _mesh_data_resources;
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#endif
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Vector<ColliderBody> _colliders;
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Transform2D _transform;
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bool _abort_build;
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bool _queued_generation;
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Ref<Shape2D> _default_tile_shape;
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Vector<RID> _canvas_items;
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Transform2D _mesh_transform_terrain;
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Transform2D _mesh_transform_wall_north;
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Transform2D _mesh_transform_wall_south;
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Transform2D _mesh_transform_wall_east;
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Transform2D _mesh_transform_wall_west;
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};
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#endif
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