mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 11:56:49 +01:00
468 lines
13 KiB
C++
468 lines
13 KiB
C++
#ifndef TERRAIN_2D_CHUNK_H
|
|
#define TERRAIN_2D_CHUNK_H
|
|
/*
|
|
Copyright (c) 2019-2022 Péter Magyar
|
|
|
|
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/array.h"
|
|
#include "core/engine.h"
|
|
#include "core/resource.h"
|
|
#include "core/ustring.h"
|
|
|
|
#include "../defines.h"
|
|
|
|
#include "core/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"
|
|
|
|
#if PROPS_2D_PRESENT
|
|
#include "../../props_2d/props/prop_2d_data.h"
|
|
#endif
|
|
|
|
#include "scene/resources/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();
|
|
|
|
#if PROPS_2D_PRESENT
|
|
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
|
|
|
|
#if MESH_DATA_RESOURCE_PRESENT
|
|
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:
|
|
#if PROPS_2D_PRESENT
|
|
struct Prop2DDataStore {
|
|
Transform2D transform;
|
|
Ref<Prop2DData> prop;
|
|
};
|
|
#endif
|
|
|
|
#if MESH_DATA_RESOURCE_PRESENT
|
|
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;
|
|
|
|
#if PROPS_2D_PRESENT
|
|
Vector<Prop2DDataStore> _props;
|
|
#endif
|
|
|
|
#if MESH_DATA_RESOURCE_PRESENT
|
|
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
|