mirror of
https://github.com/Relintai/pandemonium_engine.git
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275 lines
8.0 KiB
C++
275 lines
8.0 KiB
C++
#ifndef VOXEL_WORLD_H
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#define VOXEL_WORLD_H
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/*
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Copyright (c) 2019-2020 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/engine.h"
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#include "core/hash_map.h"
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#include "../defines.h"
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#include "scene/3d/navigation.h"
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#include "../areas/world_area.h"
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#include "../level_generator/voxel_level_generator.h"
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#include "../library/voxel_library.h"
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#include "core/os/os.h"
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#if PROPS_PRESENT
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#include "../../props/props/prop_data.h"
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#endif
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class VoxelStructure;
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class VoxelChunk;
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class PropData;
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class VoxelWorld : public Navigation {
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GDCLASS(VoxelWorld, Navigation);
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public:
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enum ChannelTypeInfo {
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CHANNEL_TYPE_INFO_TYPE = 0,
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CHANNEL_TYPE_INFO_ISOLEVEL,
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CHANNEL_TYPE_INFO_LIQUID_FLOW,
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};
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static const String BINDING_STRING_CHANNEL_TYPE_INFO;
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public:
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bool get_editable() const;
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void set_editable(const bool value);
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int get_chunk_size_x() const;
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void set_chunk_size_x(const int value);
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int get_chunk_size_y() const;
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void set_chunk_size_y(const int value);
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int get_chunk_size_z() const;
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void set_chunk_size_z(const int value);
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int get_data_margin_start() const;
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void set_data_margin_start(const int value);
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int get_data_margin_end() const;
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void set_data_margin_end(const int value);
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int get_current_seed() const;
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void set_current_seed(const int value);
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bool get_use_threads() const;
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void set_use_threads(const bool value);
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int get_max_concurrent_generations() const;
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void set_max_concurrent_generations(const int value);
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int get_max_frame_chunk_build_steps() const;
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void set_max_frame_chunk_build_steps(const int value);
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Ref<VoxelLibrary> get_library();
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void set_library(const Ref<VoxelLibrary> &library);
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Ref<VoxelLevelGenerator> get_level_generator() const;
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void set_level_generator(const Ref<VoxelLevelGenerator> &level_generator);
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float get_voxel_scale() const;
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void set_voxel_scale(const float value);
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int get_chunk_spawn_range() const;
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void set_chunk_spawn_range(const int value);
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NodePath get_player_path() const;
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void set_player_path(const NodePath &player_path);
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Spatial *get_player() const;
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void set_player(Spatial *player);
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void set_player_bind(Node *player);
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//World Areas
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Ref<WorldArea> world_area_get(const int index) const;
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void world_area_add(const Ref<WorldArea> &area);
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void world_area_remove(const int index);
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void world_areas_clear();
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int world_area_get_count() const;
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//Voxel Structures
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Ref<VoxelStructure> voxel_structure_get(const int index) const;
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void voxel_structure_add(const Ref<VoxelStructure> &structure);
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void voxel_structure_remove(const Ref<VoxelStructure> &structure);
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void voxel_structure_remove_index(const int index);
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void voxel_structures_clear();
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int voxel_structure_get_count() const;
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void voxel_structure_add_at_position(Ref<VoxelStructure> structure, const Vector3 &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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//Chunks
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void chunk_add(Ref<VoxelChunk> chunk, const int x, const int y, const int z);
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bool chunk_has(const int x, const int y, const int z) const;
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Ref<VoxelChunk> chunk_get(const int x, const int y, const int z);
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Ref<VoxelChunk> chunk_remove(const int x, const int y, const int z);
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Ref<VoxelChunk> chunk_remove_index(const int index);
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Ref<VoxelChunk> chunk_get_index(const int index);
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int chunk_get_count() const;
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void chunks_clear();
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Ref<VoxelChunk> chunk_get_or_create(const int x, const int y, const int z);
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Ref<VoxelChunk> chunk_create(const int x, const int y, const int z);
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void chunk_setup(Ref<VoxelChunk> chunk);
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void chunk_generate(Ref<VoxelChunk> chunk);
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Vector<Variant> chunks_get();
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void chunks_set(const Vector<Variant> &chunks);
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bool can_chunk_do_build_step();
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bool is_position_walkable(const Vector3 &p_pos);
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void on_chunk_mesh_generation_finished(Ref<VoxelChunk> p_chunk);
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void generation_queue_add_to(const Ref<VoxelChunk> &chunk);
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Ref<VoxelChunk> generation_queue_get_index(const int index);
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void generation_queue_remove_index(const int index);
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int generation_queue_get_size() const;
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void generation_add_to(const Ref<VoxelChunk> &chunk);
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Ref<VoxelChunk> generation_get_index(const int index);
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void generation_remove_index(const int index);
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int generation_get_size() const;
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#if PROPS_PRESENT
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void prop_add(Transform tarnsform, const Ref<PropData> &prop, const bool apply_voxel_scael = true);
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#endif
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//Lights
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void light_add(const Ref<VoxelLight> &light);
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Ref<VoxelLight> light_get(const int index);
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void light_remove(const int index);
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int light_get_count() const;
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void lights_clear();
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Vector<Variant> lights_get();
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void lights_set(const Vector<Variant> &chunks);
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//Helpers
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uint8_t get_voxel_at_world_position(const Vector3 &world_position, const int channel_index);
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void set_voxel_at_world_position(const Vector3 &world_position, const uint8_t data, const int channel_index, const bool rebuild = true);
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Ref<VoxelChunk> get_chunk_at_world_position(const Vector3 &world_position);
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Ref<VoxelChunk> get_or_create_chunk_at_world_position(const Vector3 &world_position);
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void 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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int get_channel_index_info(const ChannelTypeInfo channel_type);
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VoxelWorld();
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~VoxelWorld();
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protected:
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virtual void _generate_chunk(Ref<VoxelChunk> chunk);
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virtual Ref<VoxelChunk> _create_chunk(int x, int y, int z, Ref<VoxelChunk> p_chunk);
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virtual int _get_channel_index_info(const ChannelTypeInfo channel_type);
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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);
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virtual void _notification(int p_what);
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static void _bind_methods();
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public:
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struct IntPos {
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int x;
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int y;
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int z;
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IntPos() {
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x = 0;
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y = 0;
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z = 0;
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}
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IntPos(int p_x, int p_y, int p_z) {
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x = p_x;
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y = p_y;
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z = p_z;
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}
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IntPos(const Vector3 &p) {
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x = p.x;
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y = p.y;
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z = p.z;
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}
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};
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struct IntPosHasher {
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static _FORCE_INLINE_ uint32_t hash(const IntPos &v) {
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uint32_t hash = hash_djb2_one_32(v.x);
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hash = hash_djb2_one_32(v.y, hash);
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return hash_djb2_one_32(v.z, hash);
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}
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};
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private:
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bool _editable;
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bool _is_priority_generation;
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int _chunk_size_x;
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int _chunk_size_y;
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int _chunk_size_z;
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int _current_seed;
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int _data_margin_start;
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int _data_margin_end;
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Ref<VoxelLibrary> _library;
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Ref<VoxelLevelGenerator> _level_generator;
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float _voxel_scale;
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int _chunk_spawn_range;
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HashMap<IntPos, Ref<VoxelChunk>, IntPosHasher> _chunks;
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Vector<Ref<VoxelChunk>> _chunks_vector;
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Vector<Ref<WorldArea>> _world_areas;
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Vector<Ref<VoxelStructure>> _voxel_structures;
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NodePath _player_path;
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Spatial *_player;
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bool _use_threads;
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int _max_concurrent_generations;
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Vector<Ref<VoxelChunk>> _generation_queue;
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Vector<Ref<VoxelChunk>> _generating;
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int _max_frame_chunk_build_steps;
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int _num_frame_chunk_build_steps;
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Vector<Ref<VoxelLight>> _lights;
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};
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_FORCE_INLINE_ bool operator==(const VoxelWorld::IntPos &a, const VoxelWorld::IntPos &b) {
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return a.x == b.x && a.y == b.y && a.z == b.z;
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}
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VARIANT_ENUM_CAST(VoxelWorld::ChannelTypeInfo);
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#endif
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