pandemonium_engine/modules/terraman/world/terrain_world.h

286 lines
9.2 KiB
C++

#ifndef TERRAIN_WORLD_H
#define TERRAIN_WORLD_H
/*************************************************************************/
/* terrain_world.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. */
/*************************************************************************/
#include "core/config/engine.h"
#include "core/containers/hash_map.h"
#include "../defines.h"
#include "scene/main/spatial.h"
#include "../areas/terrain_world_area.h"
#include "../level_generator/terrain_level_generator.h"
#include "../library/terrain_library.h"
#include "core/os/os.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_PROPS_ENABLED
#include "../../props/props/prop_data.h"
#endif
class TerrainStructure;
class TerrainChunk;
class PropData;
class TerrainWorld : public Spatial {
GDCLASS(TerrainWorld, Spatial);
public:
enum ChannelTypeInfo {
CHANNEL_TYPE_INFO_TYPE = 0,
CHANNEL_TYPE_INFO_ISOLEVEL,
CHANNEL_TYPE_INFO_LIQUID_FLOW,
};
enum {
NOTIFICATION_ACTIVE_STATE_CHANGED = 9000,
};
static const String BINDING_STRING_CHANNEL_TYPE_INFO;
public:
bool get_active() const;
void set_active(const bool value);
bool get_editable() const;
void set_editable(const bool value);
int get_chunk_size_x() const;
void set_chunk_size_x(const int value);
int get_chunk_size_z() const;
void set_chunk_size_z(const int value);
int get_data_margin_start() const;
void set_data_margin_start(const int value);
int get_data_margin_end() const;
void set_data_margin_end(const int value);
int get_current_seed() const;
void set_current_seed(const int value);
float get_world_height() const;
void set_world_height(const float value);
int get_max_concurrent_generations();
void set_max_concurrent_generations(const int value);
Ref<TerrainLibrary> get_library();
void set_library(const Ref<TerrainLibrary> &library);
Ref<TerrainLevelGenerator> get_level_generator() const;
void set_level_generator(const Ref<TerrainLevelGenerator> &level_generator);
float get_voxel_scale() const;
void set_voxel_scale(const float value);
int get_chunk_spawn_range() const;
void set_chunk_spawn_range(const int value);
NodePath get_player_path() const;
void set_player_path(const NodePath &player_path);
Spatial *get_player() const;
void set_player(Spatial *player);
void set_player_bind(Node *player);
//World Areas
Ref<TerrainWorldArea> world_area_get(const int index) const;
void world_area_add(const Ref<TerrainWorldArea> &area);
void world_area_remove(const int index);
void world_areas_clear();
int world_area_get_count() const;
//Terra Structures
Ref<TerrainStructure> voxel_structure_get(const int index) const;
void voxel_structure_add(const Ref<TerrainStructure> &structure);
void voxel_structure_remove(const Ref<TerrainStructure> &structure);
void voxel_structure_remove_index(const int index);
void voxel_structures_clear();
int voxel_structure_get_count() const;
void voxel_structure_add_at_position(Ref<TerrainStructure> structure, const Vector3 &world_position);
Vector<Variant> voxel_structures_get();
void voxel_structures_set(const Vector<Variant> &structures);
//Chunks
void chunk_add(Ref<TerrainChunk> chunk, const int x, const int z);
bool chunk_has(const int x, const int z) const;
Ref<TerrainChunk> chunk_get(const int x, const int z);
Ref<TerrainChunk> chunk_remove(const int x, const int z);
Ref<TerrainChunk> chunk_remove_index(const int index);
Ref<TerrainChunk> chunk_get_index(const int index);
int chunk_get_count() const;
void chunks_clear();
Ref<TerrainChunk> chunk_get_or_create(const int x, const int z);
Ref<TerrainChunk> chunk_create(const int x, const int z);
void chunk_setup(Ref<TerrainChunk> chunk);
void chunk_generate(Ref<TerrainChunk> chunk);
Vector<Variant> chunks_get();
void chunks_set(const Vector<Variant> &chunks);
bool can_chunk_do_build_step();
bool is_position_walkable(const Vector3 &p_pos);
void on_chunk_mesh_generation_finished(Ref<TerrainChunk> p_chunk);
void generation_queue_add_to(const Ref<TerrainChunk> &chunk);
Ref<TerrainChunk> generation_queue_get_index(const int index);
void generation_queue_remove_index(const int index);
int generation_queue_get_size() const;
void generation_add_to(const Ref<TerrainChunk> &chunk);
Ref<TerrainChunk> generation_get_index(const int index);
void generation_remove_index(const int index);
int generation_get_size() const;
#ifdef MODULE_PROPS_ENABLED
void prop_add(Transform transform, const Ref<PropData> &prop, const bool apply_voxel_scale = true);
#endif
//Lights
void light_add(const Ref<TerrainLight> &light);
Ref<TerrainLight> light_get(const int index);
void light_remove(const int index);
int light_get_count() const;
void lights_clear();
Vector<Variant> lights_get();
void lights_set(const Vector<Variant> &chunks);
//Helpers
uint8_t get_voxel_at_world_position(const Vector3 &world_position, const int channel_index);
void set_voxel_at_world_position(const Vector3 &world_position, const uint8_t data, const int channel_index, const bool rebuild = true);
Ref<TerrainChunk> get_chunk_at_world_position(const Vector3 &world_position);
Ref<TerrainChunk> get_or_create_chunk_at_world_position(const Vector3 &world_position);
void set_voxel_with_tool(const bool mode_add, const Vector3 hit_position, const Vector3 hit_normal, const int selected_voxel, const int isolevel);
int get_channel_index_info(const ChannelTypeInfo channel_type);
Spatial *get_editor_camera();
TerrainWorld();
~TerrainWorld();
protected:
virtual void _generate_chunk(Ref<TerrainChunk> chunk);
virtual Ref<TerrainChunk> _create_chunk(int x, int z, Ref<TerrainChunk> p_chunk);
virtual int _get_channel_index_info(const ChannelTypeInfo channel_type);
virtual void _set_voxel_with_tool(const bool mode_add, const Vector3 hit_position, const Vector3 hit_normal, const int selected_voxel, const int isolevel);
virtual void _notification(int p_what);
static void _bind_methods();
public:
struct IntPos {
int x;
int z;
IntPos() {
x = 0;
z = 0;
}
IntPos(int p_x, int p_z) {
x = p_x;
z = p_z;
}
IntPos(const Vector2 &p) {
x = p.x;
z = p.y;
}
};
struct IntPosHasher {
static _FORCE_INLINE_ uint32_t hash(const IntPos &v) {
uint32_t hash = hash_djb2_one_32(v.x);
hash = hash_djb2_one_32(v.x, hash);
return hash_djb2_one_32(v.z, hash);
}
};
private:
bool _active;
bool _editable;
bool _is_priority_generation;
int _chunk_size_x;
int _chunk_size_z;
int _current_seed;
int _data_margin_start;
int _data_margin_end;
float _world_height;
Ref<TerrainLibrary> _library;
Ref<TerrainLevelGenerator> _level_generator;
float _voxel_scale;
int _chunk_spawn_range;
HashMap<IntPos, Ref<TerrainChunk>, IntPosHasher> _chunks;
Vector<Ref<TerrainChunk>> _chunks_vector;
Vector<Ref<TerrainWorldArea>> _world_areas;
Vector<Ref<TerrainStructure>> _voxel_structures;
NodePath _player_path;
Spatial *_player;
int _max_concurrent_generations;
Vector<Ref<TerrainChunk>> _generation_queue;
Vector<Ref<TerrainChunk>> _generating;
int _max_frame_chunk_build_steps;
int _num_frame_chunk_build_steps;
Vector<Ref<TerrainLight>> _lights;
};
_FORCE_INLINE_ bool operator==(const TerrainWorld::IntPos &a, const TerrainWorld::IntPos &b) {
return a.x == b.x && a.z == b.z;
}
VARIANT_ENUM_CAST(TerrainWorld::ChannelTypeInfo);
#endif