pandemonium_engine/modules/voxelman/world/voxel_world.h

287 lines
9.3 KiB
C++

#ifndef VOXEL_WORLD_H
#define VOXEL_WORLD_H
/*************************************************************************/
/* voxel_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/world_area.h"
#include "../level_generator/voxel_level_generator.h"
#include "../library/voxel_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 VoxelStructure;
class VoxelChunk;
class PropData;
class VoxelWorld : public Spatial {
GDCLASS(VoxelWorld, Spatial);
public:
enum ChannelTypeInfo {
CHANNEL_TYPE_INFO_TYPE = 0,
CHANNEL_TYPE_INFO_ISOLEVEL,
CHANNEL_TYPE_INFO_LIQUID_FLOW,
};
static const String BINDING_STRING_CHANNEL_TYPE_INFO;
public:
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_y() const;
void set_chunk_size_y(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);
bool get_use_threads() const;
void set_use_threads(const bool value);
int get_max_concurrent_generations() const;
void set_max_concurrent_generations(const int value);
int get_max_frame_chunk_build_steps() const;
void set_max_frame_chunk_build_steps(const int value);
Ref<VoxelLibrary> get_library();
void set_library(const Ref<VoxelLibrary> &library);
Ref<VoxelLevelGenerator> get_level_generator() const;
void set_level_generator(const Ref<VoxelLevelGenerator> &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<WorldArea> world_area_get(const int index) const;
void world_area_add(const Ref<WorldArea> &area);
void world_area_remove(const int index);
void world_areas_clear();
int world_area_get_count() const;
//Voxel Structures
Ref<VoxelStructure> voxel_structure_get(const int index) const;
void voxel_structure_add(const Ref<VoxelStructure> &structure);
void voxel_structure_remove(const Ref<VoxelStructure> &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<VoxelStructure> structure, const Vector3 &world_position);
Vector<Variant> voxel_structures_get();
void voxel_structures_set(const Vector<Variant> &structures);
//Chunks
void chunk_add(Ref<VoxelChunk> chunk, const int x, const int y, const int z);
bool chunk_has(const int x, const int y, const int z) const;
Ref<VoxelChunk> chunk_get(const int x, const int y, const int z);
Ref<VoxelChunk> chunk_remove(const int x, const int y, const int z);
Ref<VoxelChunk> chunk_remove_index(const int index);
Ref<VoxelChunk> chunk_get_index(const int index);
int chunk_get_count() const;
void chunks_clear();
Ref<VoxelChunk> chunk_get_or_create(const int x, const int y, const int z);
Ref<VoxelChunk> chunk_create(const int x, const int y, const int z);
void chunk_setup(Ref<VoxelChunk> chunk);
void chunk_generate(Ref<VoxelChunk> 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<VoxelChunk> p_chunk);
void generation_queue_add_to(const Ref<VoxelChunk> &chunk);
Ref<VoxelChunk> 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<VoxelChunk> &chunk);
Ref<VoxelChunk> 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 tarnsform, const Ref<PropData> &prop, const bool apply_voxel_scael = true);
#endif
//Lights
void light_add(const Ref<VoxelLight> &light);
Ref<VoxelLight> 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<VoxelChunk> get_chunk_at_world_position(const Vector3 &world_position);
Ref<VoxelChunk> 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);
VoxelWorld();
~VoxelWorld();
protected:
virtual void _generate_chunk(Ref<VoxelChunk> chunk);
virtual Ref<VoxelChunk> _create_chunk(int x, int y, int z, Ref<VoxelChunk> 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 y;
int z;
IntPos() {
x = 0;
y = 0;
z = 0;
}
IntPos(int p_x, int p_y, int p_z) {
x = p_x;
y = p_y;
z = p_z;
}
IntPos(const Vector3 &p) {
x = p.x;
y = p.y;
z = p.z;
}
};
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.y, hash);
return hash_djb2_one_32(v.z, hash);
}
};
private:
bool _editable;
bool _is_priority_generation;
int _chunk_size_x;
int _chunk_size_y;
int _chunk_size_z;
int _current_seed;
int _data_margin_start;
int _data_margin_end;
Ref<VoxelLibrary> _library;
Ref<VoxelLevelGenerator> _level_generator;
float _voxel_scale;
int _chunk_spawn_range;
HashMap<IntPos, Ref<VoxelChunk>, IntPosHasher> _chunks;
Vector<Ref<VoxelChunk>> _chunks_vector;
Vector<Ref<WorldArea>> _world_areas;
Vector<Ref<VoxelStructure>> _voxel_structures;
NodePath _player_path;
Spatial *_player;
bool _use_threads;
int _max_concurrent_generations;
Vector<Ref<VoxelChunk>> _generation_queue;
Vector<Ref<VoxelChunk>> _generating;
int _max_frame_chunk_build_steps;
int _num_frame_chunk_build_steps;
Vector<Ref<VoxelLight>> _lights;
};
_FORCE_INLINE_ bool operator==(const VoxelWorld::IntPos &a, const VoxelWorld::IntPos &b) {
return a.x == b.x && a.y == b.y && a.z == b.z;
}
VARIANT_ENUM_CAST(VoxelWorld::ChannelTypeInfo);
#endif