/* 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 "terrain_2d_chunk_default.h" #include "../../defines.h" #include visual_server_h #include physics_server_h #include "../../../opensimplex/open_simplex_noise.h" #include "../../meshers/default/terrain_2d_mesher_default.h" #include "../terrain_2d_world.h" #include "../jobs/terrain_2d_job.h" #include "terrain_2d_world_default.h" #include "../jobs/terrain_2d_light_job.h" #include "../jobs/terrain_2d_prop_job.h" #include "../jobs/terrain_2d_terrain_job.h" const String Terrain2DChunkDefault::BINDING_STRING_BUILD_FLAGS = "Use Isolevel,Use Lighting,Use AO,Use RAO,Generate AO,Generate RAO,Bake Lights,Create Collider,Create Lods"; _FORCE_INLINE_ int Terrain2DChunkDefault::get_build_flags() const { return _build_flags; } _FORCE_INLINE_ void Terrain2DChunkDefault::set_build_flags(const int flags) { _build_flags = flags; } bool Terrain2DChunkDefault::get_lights_dirty() const { return _lights_dirty; } void Terrain2DChunkDefault::set_lights_dirty(const bool value) { _lights_dirty = value; } void Terrain2DChunkDefault::emit_build_finished() { emit_signal("mesh_generation_finished", this); if (_voxel_world != NULL) { _voxel_world->on_chunk_mesh_generation_finished(this); } } //Meshes Dictionary Terrain2DChunkDefault::mesh_rids_get() { return _rids; } void Terrain2DChunkDefault::mesh_rids_set(const Dictionary &rids) { _rids = rids; } RID Terrain2DChunkDefault::mesh_rid_get(const int mesh_index, const int mesh_type_index) { if (!_rids.has(mesh_index)) return RID(); Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return RID(); Variant v = m[mesh_type_index]; #if VERSION_MAJOR > 3 if (v.get_type() != Variant::RID) return RID(); #else if (v.get_type() != Variant::_RID) return RID(); #endif return v; } void Terrain2DChunkDefault::mesh_rid_set(const int mesh_index, const int mesh_type_index, RID value) { if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) { m[mesh_type_index] = value; _rids[mesh_index] = m; return; } Variant v = m[mesh_type_index]; #if VERSION_MAJOR > 3 ERR_FAIL_COND(v.get_type() != Variant::RID); #else ERR_FAIL_COND(v.get_type() != Variant::_RID); #endif m[mesh_type_index] = value; _rids[mesh_index] = m; } RID Terrain2DChunkDefault::mesh_rid_get_index(const int mesh_index, const int mesh_type_index, const int index) { if (!_rids.has(mesh_index)) return RID(); Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return RID(); Variant v = m[mesh_type_index]; if (v.get_type() != Variant::ARRAY) return RID(); Array arr = v; ERR_FAIL_INDEX_V(index, arr.size(), RID()); return arr[index]; } void Terrain2DChunkDefault::mesh_rid_set_index(const int mesh_index, const int mesh_type_index, const int index, RID value) { if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) { Array arr; arr.resize(index + 1); arr[index] = value; m[mesh_type_index] = arr; _rids[mesh_index] = m; return; } Variant v = m[mesh_type_index]; ERR_FAIL_COND(v.get_type() != Variant::ARRAY); Array arr = m[mesh_type_index]; if (arr.size() <= index) arr.resize(index + 1); arr[index] = value; m[mesh_type_index] = arr; _rids[mesh_index] = m; } int Terrain2DChunkDefault::mesh_rid_get_count(const int mesh_index, const int mesh_type_index) { if (!_rids.has(mesh_index)) return 0; Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return 0; Variant v = m[mesh_type_index]; if (v.get_type() != Variant::ARRAY) return 0; Array arr = v; return arr.size(); } void Terrain2DChunkDefault::mesh_rids_clear(const int mesh_index, const int mesh_type_index) { if (!_rids.has(mesh_index)) return; Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return; m.erase(mesh_type_index); } Array Terrain2DChunkDefault::meshes_get(const int mesh_index, const int mesh_type_index) { if (!_rids.has(mesh_index)) return Array(); Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return Array(); Variant v = m[mesh_type_index]; if (v.get_type() != Variant::ARRAY) return Array(); return v; } void Terrain2DChunkDefault::meshes_set(const int mesh_index, const int mesh_type_index, const Array &meshes) { if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; m[mesh_type_index] = meshes; _rids[mesh_index] = m; } bool Terrain2DChunkDefault::meshes_has(const int mesh_index, const int mesh_type_index) { if (!_rids.has(mesh_index)) return false; Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return false; return true; } void Terrain2DChunkDefault::rids_clear() { _rids.clear(); } void Terrain2DChunkDefault::rids_free() { List keys; _rids.get_key_list(&keys); for (List::Element *E = keys.front(); E; E = E->next()) { Variant v = E->get(); if (v.get_type() != Variant::INT) continue; free_index(v); } } void Terrain2DChunkDefault::meshes_create(const int mesh_index, const int mesh_count) { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(!get_library().is_valid()); if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_MESH)); Array am; for (int i = 0; i < mesh_count; ++i) { RID mesh_rid = VS::get_singleton()->mesh_create(); am.push_back(mesh_rid); } m[MESH_TYPE_INDEX_MESH] = am; _rids[mesh_index] = m; } void Terrain2DChunkDefault::meshes_free(const int mesh_index) { if (!_rids.has(mesh_index)) return; Dictionary m = _rids[mesh_index]; RID rid; if (m.has(MESH_TYPE_INDEX_MESH)) { Array a = m[MESH_TYPE_INDEX_MESH]; for (int i = 0; i < a.size(); ++i) { RID r = a[i]; if (r != rid) { VS::get_singleton()->free(r); } } } m.erase(MESH_TYPE_INDEX_MESH); } void Terrain2DChunkDefault::mesh_create(const int mesh_index) { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(!get_library().is_valid()); if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_MESH)); RID mesh_rid = VS::get_singleton()->mesh_create(); m[MESH_TYPE_INDEX_MESH] = mesh_rid; _rids[mesh_index] = m; } void Terrain2DChunkDefault::mesh_free(const int mesh_index) { if (!_rids.has(mesh_index)) return; Dictionary m = _rids[mesh_index]; RID rid; if (m.has(MESH_TYPE_INDEX_MESH)) { RID r = m[MESH_TYPE_INDEX_MESH]; if (r != rid) { VS::get_singleton()->free(r); } } m.erase(MESH_TYPE_INDEX_MESH); } void Terrain2DChunkDefault::colliders_create(const int mesh_index, const int layer_mask) { /* ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(PhysicsServer::get_singleton()->is_flushing_queries()); //ERR_FAIL_COND(!get_voxel_world()->is_inside_tree()); if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_BODY)); ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_SHAPE)); RID shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON); RID body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); PhysicsServer::get_singleton()->body_set_collision_layer(body_rid, layer_mask); PhysicsServer::get_singleton()->body_set_collision_mask(body_rid, layer_mask); PhysicsServer::get_singleton()->body_add_shape(body_rid, shape_rid); PhysicsServer::get_singleton()->body_set_state(body_rid, PhysicsServer::BODY_STATE_TRANSFORM, get_transform()); if (get_voxel_world()->is_inside_tree() && get_voxel_world()->is_inside_world()) { Ref world = get_voxel_world()->GET_WORLD(); if (world.is_valid() && world->get_space() != RID()) PhysicsServer::get_singleton()->body_set_space(body_rid, world->get_space()); } m[MESH_TYPE_INDEX_BODY] = body_rid; m[MESH_TYPE_INDEX_SHAPE] = shape_rid; _rids[mesh_index] = m; */ //todo } void Terrain2DChunkDefault::colliders_create_area(const int mesh_index, const int layer_mask) { /* ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(PhysicsServer::get_singleton()->is_flushing_queries()); if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_AREA)); ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_SHAPE)); RID shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON); RID area_rid = PhysicsServer::get_singleton()->area_create(); PhysicsServer::get_singleton()->area_attach_object_instance_id(area_rid, _voxel_world->get_instance_id()); PhysicsServer::get_singleton()->area_set_param(area_rid, PhysicsServer::AREA_PARAM_GRAVITY, 9.8); PhysicsServer::get_singleton()->area_set_param(area_rid, PhysicsServer::AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0)); //PhysicsServer::get_singleton()->area_set_monitor_callback(area_rid, this, "_body_area_inout"); //PhysicsServer::get_singleton()->area_set_area_monitor_callback(area_rid, this, "_body_area_area_inout"); //PhysicsServer::get_singleton()->area_set_monitorable(area_rid, true); PhysicsServer::get_singleton()->area_set_collision_layer(area_rid, layer_mask); PhysicsServer::get_singleton()->area_set_collision_mask(area_rid, layer_mask); if (get_voxel_world()->is_inside_tree() && get_voxel_world()->is_inside_world()) { Ref world = get_voxel_world()->GET_WORLD(); if (world.is_valid() && world->get_space() != RID()) PhysicsServer::get_singleton()->area_set_space(area_rid, world->get_space()); } PhysicsServer::get_singleton()->area_add_shape(area_rid, shape_rid, get_transform()); m[MESH_TYPE_INDEX_AREA] = area_rid; m[MESH_TYPE_INDEX_SHAPE] = shape_rid; _rids[mesh_index] = m; */ } void Terrain2DChunkDefault::colliders_free(const int mesh_index) { if (!_rids.has(mesh_index)) return; Dictionary m = _rids[mesh_index]; RID rid; if (m.has(MESH_TYPE_INDEX_SHAPE)) { RID r = m[MESH_TYPE_INDEX_SHAPE]; //PhysicsServer::get_singleton()->free(r); } if (m.has(MESH_TYPE_INDEX_BODY)) { RID r = m[MESH_TYPE_INDEX_BODY]; //PhysicsServer::get_singleton()->free(r); } m.erase(MESH_TYPE_INDEX_SHAPE); m.erase(MESH_TYPE_INDEX_BODY); _rids[mesh_index] = m; } void Terrain2DChunkDefault::free_index(const int mesh_index) { meshes_free(mesh_index); mesh_free(mesh_index); colliders_free(mesh_index); } void Terrain2DChunkDefault::update_transforms() { RID empty_rid; //Transform t = get_transform(); List keys; _rids.get_key_list(&keys); for (List::Element *E = keys.front(); E; E = E->next()) { Variant v = E->get(); if (v.get_type() != Variant::INT) continue; Dictionary d = _rids[v]; if (d.has(MESH_TYPE_INDEX_BODY)) { RID rid = d[MESH_TYPE_INDEX_BODY]; if (rid != empty_rid) { //PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, t); } } if (d.has(MESH_TYPE_INDEX_AREA)) { RID rid = d[MESH_TYPE_INDEX_AREA]; if (rid != empty_rid) { //PhysicsServer::get_singleton()->area_set_shape_transform(rid, 0, t); } } } for (int i = 0; i < collider_get_count(); ++i) { //PhysicsServer::get_singleton()->body_set_state(collider_get_body(i), PhysicsServer::BODY_STATE_TRANSFORM, get_transform() * collider_get_transform(i)); } //if (_debug_mesh_instance != RID()) { // VS::get_singleton()->instance_set_transform(_debug_mesh_instance, get_transform()); //} } //Lights Ref Terrain2DChunkDefault::get_light(const int index) { ERR_FAIL_INDEX_V(index, _lights.size(), Ref()); return _lights.get(index); } int Terrain2DChunkDefault::get_light_count() const { return _lights.size(); } void Terrain2DChunkDefault::debug_mesh_allocate() { if (_debug_mesh_rid == RID()) { _debug_mesh_rid = VisualServer::get_singleton()->mesh_create(); } if (_debug_mesh_instance == RID()) { _debug_mesh_instance = VisualServer::get_singleton()->instance_create(); //if (get_voxel_world()->GET_WORLD().is_valid()) // VS::get_singleton()->instance_set_scenario(_debug_mesh_instance, get_voxel_world()->GET_WORLD()->get_scenario()); VS::get_singleton()->instance_set_base(_debug_mesh_instance, _debug_mesh_rid); //VS::get_singleton()->instance_set_transform(_debug_mesh_instance, get_transform()); VS::get_singleton()->instance_set_visible(_debug_mesh_instance, true); } } void Terrain2DChunkDefault::debug_mesh_free() { if (_debug_mesh_instance != RID()) { VisualServer::get_singleton()->free(_debug_mesh_instance); } if (_debug_mesh_rid != RID()) { VisualServer::get_singleton()->free(_debug_mesh_rid); } } bool Terrain2DChunkDefault::debug_mesh_has() { return _debug_mesh_rid != RID(); } void Terrain2DChunkDefault::debug_mesh_clear() { if (_debug_mesh_rid != RID()) { VisualServer::get_singleton()->mesh_clear(_debug_mesh_rid); } } void Terrain2DChunkDefault::debug_mesh_array_clear() { _debug_mesh_array.resize(0); } void Terrain2DChunkDefault::debug_mesh_add_vertices_to(const PoolVector3Array &arr) { _debug_mesh_array.append_array(arr); if (_debug_mesh_array.size() % 2 == 1) { _debug_mesh_array.append(_debug_mesh_array[_debug_mesh_array.size() - 1]); } } void Terrain2DChunkDefault::debug_mesh_send() { debug_mesh_allocate(); debug_mesh_clear(); if (_debug_mesh_array.size() == 0) return; SceneTree *st = SceneTree::get_singleton(); Array arr; arr.resize(VisualServer::ARRAY_MAX); arr[VisualServer::ARRAY_VERTEX] = _debug_mesh_array; VisualServer::get_singleton()->mesh_add_surface_from_arrays(_debug_mesh_rid, VisualServer::PRIMITIVE_LINES, arr); if (st) { VisualServer::get_singleton()->mesh_surface_set_material(_debug_mesh_rid, 0, SceneTree::get_singleton()->get_debug_collision_material()->get_rid()); } debug_mesh_array_clear(); } void Terrain2DChunkDefault::draw_cross_voxels(Vector3 pos) { pos *= _voxel_scale; int size = _debug_mesh_array.size(); _debug_mesh_array.resize(_debug_mesh_array.size() + 6); _debug_mesh_array.set(size, pos + Vector3(0, 0, -0.2)); _debug_mesh_array.set(size + 1, pos + Vector3(0, 0, 0.2)); _debug_mesh_array.set(size + 2, pos + Vector3(0, -0.2, 0)); _debug_mesh_array.set(size + 3, pos + Vector3(0, 0.2, 0)); _debug_mesh_array.set(size + 4, pos + Vector3(-0.2, 0, 0)); _debug_mesh_array.set(size + 5, pos + Vector3(0.2, 0, 0)); } void Terrain2DChunkDefault::draw_cross_voxels_fill(Vector3 pos, float fill) { pos *= _voxel_scale; int size = _debug_mesh_array.size(); _debug_mesh_array.resize(_debug_mesh_array.size() + 6); _debug_mesh_array.set(size, pos + Vector3(0, 0, -0.2 * fill)); _debug_mesh_array.set(size + 1, pos + Vector3(0, 0, 0.2 * fill)); _debug_mesh_array.set(size + 2, pos + Vector3(0, -0.2 * fill, 0)); _debug_mesh_array.set(size + 3, pos + Vector3(0, 0.2 * fill, 0)); _debug_mesh_array.set(size + 4, pos + Vector3(-0.2 * fill, 0, 0)); _debug_mesh_array.set(size + 5, pos + Vector3(0.2 * fill, 0, 0)); } void Terrain2DChunkDefault::draw_debug_voxels(int max, Color color) { if (!debug_mesh_has()) { debug_mesh_allocate(); } //debug_mesh_array_clear(); //_debug_drawer->begin(Mesh::PRIMITIVE_LINES); int a = 0; int64_t sx = static_cast(_size_x); int64_t sz = static_cast(_size_z); for (int z = 0; z < sz; ++z) { for (int x = 0; x < sx; ++x) { int type = get_voxel(x, z, Terrain2DChunkDefault::DEFAULT_CHANNEL_TYPE); if (type == 0) { continue; } draw_cross_voxels_fill(Vector3(x, 0, z), 1); ++a; if (a > max) { break; } } } debug_mesh_send(); } void Terrain2DChunkDefault::draw_debug_voxel_lights() { if (!debug_mesh_has()) { debug_mesh_allocate(); } //debug_mesh_array_clear(); //_debug_drawer->begin(Mesh::PrimitiveType::PRIMITIVE_LINES); for (int i = 0; i < _lights.size(); ++i) { Ref v = _lights[i]; int pos_x = v->get_world_position_x() - (_size_x * _position_x); int pos_z = v->get_world_position_y() - (_size_z * _position_z); draw_cross_voxels_fill(Vector3(pos_x, 0, pos_z), 1.0); } debug_mesh_send(); } void Terrain2DChunkDefault::draw_debug_mdr_colliders() { if (!debug_mesh_has()) { debug_mesh_allocate(); } for (int i = 0; i < collider_get_count(); ++i) { Ref shape = collider_get_shape(i); if (!shape.is_valid()) continue; Transform2D t = collider_get_transform(i); //shape->add_vertices_to_array(_debug_mesh_array, t); //draw } } void Terrain2DChunkDefault::_exit_tree() { Terrain2DChunk::_exit_tree(); if (!_is_generating) { rids_free(); rids_clear(); } } void Terrain2DChunkDefault::_world_transform_changed() { Terrain2DChunk::_world_transform_changed(); update_transforms(); } void Terrain2DChunkDefault::_draw() { if (_is_generating) { return; } Terrain2DWorld *world = get_voxel_world(); ERR_FAIL_COND(!world); RID terrain_mesh_rid = mesh_rid_get(MESH_INDEX_TERRAIN, MESH_TYPE_INDEX_MESH); if (terrain_mesh_rid != RID()) { RID terrain_texture_rid = mesh_rid_get(MESH_INDEX_TERRAIN, MESH_TYPE_INDEX_TEXTURE_RID); VisualServer::get_singleton()->canvas_item_add_mesh(world->get_canvas_item(), terrain_mesh_rid, get_transform(), Color(1, 1, 1, 1), terrain_texture_rid, RID()); } RID liquid_mesh_rid = mesh_rid_get(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_MESH); if (liquid_mesh_rid != RID()) { RID liquid_texture_rid = mesh_rid_get(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_TEXTURE_RID); VisualServer::get_singleton()->canvas_item_add_mesh(world->get_canvas_item(), liquid_mesh_rid, get_transform(), Color(1, 1, 1, 1), liquid_texture_rid, RID()); } RID prop_mesh_rid = mesh_rid_get(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH); if (prop_mesh_rid != RID()) { RID prop_texture_rid = mesh_rid_get(MESH_INDEX_PROP, MESH_TYPE_INDEX_TEXTURE_RID); VisualServer::get_singleton()->canvas_item_add_mesh(world->get_canvas_item(), prop_mesh_rid, get_transform(), Color(1, 1, 1, 1), prop_texture_rid, RID()); } } //Lights void Terrain2DChunkDefault::_bake_lights() { clear_baked_lights(); for (int i = 0; i < _lights.size(); ++i) { bake_light(_lights.get(i)); } } void Terrain2DChunkDefault::_bake_light(Ref light) { ERR_FAIL_COND(!light.is_valid()); Color color = light->get_color(); int size = light->get_size(); int local_x = light->get_world_position_x() - (_position_x * _size_x); int local_z = light->get_world_position_y() - (_position_z * _size_z); ERR_FAIL_COND(size < 0); int64_t dsx = static_cast(_data_size_x); int64_t dsz = static_cast(_data_size_z); uint8_t *channel_color_r = channel_get(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R); uint8_t *channel_color_g = channel_get(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G); uint8_t *channel_color_b = channel_get(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B); ERR_FAIL_COND(channel_color_r == NULL || channel_color_g == NULL || channel_color_b == NULL); for (int z = local_z - size; z <= local_z + size; ++z) { if (z < 0 || z >= dsz) continue; for (int x = local_x - size; x <= local_x + size; ++x) { if (x < 0 || x >= dsx) continue; int lx = x - local_x; int lz = z - local_z; float str = size - (((float)lx * lx + lz * lz)); str /= size; if (str < 0) continue; int index = get_data_index(x, z); int r = color.r * str * 255.0; int g = color.g * str * 255.0; int b = color.b * str * 255.0; r += channel_color_r[index]; g += channel_color_g[index]; b += channel_color_b[index]; if (r > 255) r = 255; if (g > 255) g = 255; if (b > 255) b = 255; channel_color_r[index] = r; channel_color_g[index] = g; channel_color_b[index] = b; } } } void Terrain2DChunkDefault::_clear_baked_lights() { channel_fill(0, DEFAULT_CHANNEL_LIGHT_COLOR_R); channel_fill(0, DEFAULT_CHANNEL_LIGHT_COLOR_G); channel_fill(0, DEFAULT_CHANNEL_LIGHT_COLOR_B); } void Terrain2DChunkDefault::_world_light_added(const Ref &light) { _lights.push_back(light); set_lights_dirty(true); } void Terrain2DChunkDefault::_world_light_removed(const Ref &light) { int index = _lights.find(light); if (index != -1) { _lights.remove(index); set_lights_dirty(true); } } void Terrain2DChunkDefault::free_chunk() { rids_free(); } void Terrain2DChunkDefault::_finalize_build() { ERR_FAIL_COND(!_library.is_valid()); #if TOOLS_ENABLED if (_debug_mesh_array.size() > 0) { debug_mesh_send(); } #endif call_deferred("update_transforms"); //call_deferred("update"); } Terrain2DChunkDefault::Terrain2DChunkDefault() { _abort_build = false; _enabled = true; _lod_num = 3; _current_lod_level = 0; _build_flags = BUILD_FLAG_CREATE_COLLIDER | BUILD_FLAG_CREATE_LODS; } Terrain2DChunkDefault::~Terrain2DChunkDefault() { _abort_build = true; _lights.clear(); debug_mesh_free(); rids_free(); rids_clear(); } void Terrain2DChunkDefault::_channel_setup() { channel_set_count(MAX_DEFAULT_CHANNELS); } void Terrain2DChunkDefault::_bind_methods() { ClassDB::bind_method(D_METHOD("get_build_flags"), &Terrain2DChunkDefault::get_build_flags); ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &Terrain2DChunkDefault::set_build_flags); ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, BINDING_STRING_BUILD_FLAGS, 0), "set_build_flags", "get_build_flags"); ClassDB::bind_method(D_METHOD("get_lights_dirty"), &Terrain2DChunkDefault::get_lights_dirty); ClassDB::bind_method(D_METHOD("set_lights_dirty", "value"), &Terrain2DChunkDefault::set_lights_dirty); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lights_dirty", PROPERTY_HINT_NONE, "", 0), "set_lights_dirty", "get_lights_dirty"); //Meshes ClassDB::bind_method(D_METHOD("get_mesh_rids"), &Terrain2DChunkDefault::mesh_rids_get); ClassDB::bind_method(D_METHOD("set_mesh_rids", "rids"), &Terrain2DChunkDefault::mesh_rids_set); ClassDB::bind_method(D_METHOD("clear_rids"), &Terrain2DChunkDefault::rids_clear); ClassDB::bind_method(D_METHOD("mesh_rid_get", "mesh_index", "mesh_type_index"), &Terrain2DChunkDefault::mesh_rid_get); ClassDB::bind_method(D_METHOD("mesh_rid_set", "mesh_index", "mesh_type_index", "value"), &Terrain2DChunkDefault::mesh_rid_set); ClassDB::bind_method(D_METHOD("mesh_rid_get_index", "mesh_index", "mesh_type_index", "index"), &Terrain2DChunkDefault::mesh_rid_get_index); ClassDB::bind_method(D_METHOD("mesh_rid_set_index", "mesh_index", "mesh_type_index", "index", "value"), &Terrain2DChunkDefault::mesh_rid_set_index); ClassDB::bind_method(D_METHOD("mesh_rid_get_count", "mesh_index", "mesh_type_index"), &Terrain2DChunkDefault::mesh_rid_get_count); ClassDB::bind_method(D_METHOD("mesh_rids_clear", "mesh_index", "mesh_type_index"), &Terrain2DChunkDefault::mesh_rids_clear); ClassDB::bind_method(D_METHOD("meshes_get", "mesh_index", "mesh_type_index"), &Terrain2DChunkDefault::meshes_get); ClassDB::bind_method(D_METHOD("meshes_set", "mesh_index", "mesh_type_index", "meshes"), &Terrain2DChunkDefault::meshes_set); ClassDB::bind_method(D_METHOD("meshes_has", "mesh_index", "mesh_type_index"), &Terrain2DChunkDefault::meshes_has); ClassDB::bind_method(D_METHOD("rids_free"), &Terrain2DChunkDefault::rids_free); ClassDB::bind_method(D_METHOD("free_index", "mesh_index"), &Terrain2DChunkDefault::free_index); ClassDB::bind_method(D_METHOD("meshes_create", "mesh_index", "mesh_count"), &Terrain2DChunkDefault::meshes_create); ClassDB::bind_method(D_METHOD("meshes_free", "mesh_index"), &Terrain2DChunkDefault::meshes_free); ClassDB::bind_method(D_METHOD("mesh_create", "mesh_index"), &Terrain2DChunkDefault::mesh_create); ClassDB::bind_method(D_METHOD("mesh_free", "mesh_index"), &Terrain2DChunkDefault::mesh_free); ClassDB::bind_method(D_METHOD("create_colliders", "mesh_index", "layer_mask"), &Terrain2DChunkDefault::colliders_create, DEFVAL(1)); ClassDB::bind_method(D_METHOD("free_colliders", "mesh_index"), &Terrain2DChunkDefault::colliders_free); //Lights ClassDB::bind_method(D_METHOD("get_light", "index"), &Terrain2DChunkDefault::get_light); ClassDB::bind_method(D_METHOD("get_light_count"), &Terrain2DChunkDefault::get_light_count); //Debug ClassDB::bind_method(D_METHOD("debug_mesh_allocate"), &Terrain2DChunkDefault::debug_mesh_allocate); ClassDB::bind_method(D_METHOD("debug_mesh_free"), &Terrain2DChunkDefault::debug_mesh_free); ClassDB::bind_method(D_METHOD("debug_mesh_has"), &Terrain2DChunkDefault::debug_mesh_has); ClassDB::bind_method(D_METHOD("debug_mesh_clear"), &Terrain2DChunkDefault::debug_mesh_clear); ClassDB::bind_method(D_METHOD("debug_mesh_array_clear"), &Terrain2DChunkDefault::debug_mesh_array_clear); ClassDB::bind_method(D_METHOD("debug_mesh_add_vertices_to", "arr"), &Terrain2DChunkDefault::debug_mesh_add_vertices_to); ClassDB::bind_method(D_METHOD("debug_mesh_send"), &Terrain2DChunkDefault::debug_mesh_send); ClassDB::bind_method(D_METHOD("draw_cross_voxels", "max"), &Terrain2DChunkDefault::draw_cross_voxels); ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "max", "fill"), &Terrain2DChunkDefault::draw_cross_voxels_fill); ClassDB::bind_method(D_METHOD("draw_debug_voxels", "max", "color"), &Terrain2DChunkDefault::draw_debug_voxels, DEFVAL(Color(1, 1, 1))); ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &Terrain2DChunkDefault::draw_debug_voxel_lights); ClassDB::bind_method(D_METHOD("draw_debug_mdr_colliders"), &Terrain2DChunkDefault::draw_debug_mdr_colliders); //Free ClassDB::bind_method(D_METHOD("free_chunk"), &Terrain2DChunkDefault::free_chunk); //etc ClassDB::bind_method(D_METHOD("emit_build_finished"), &Terrain2DChunkDefault::emit_build_finished); //virtuals ClassDB::bind_method(D_METHOD("_channel_setup"), &Terrain2DChunkDefault::_channel_setup); ClassDB::bind_method(D_METHOD("_draw"), &Terrain2DChunkDefault::_draw); //lights ClassDB::bind_method(D_METHOD("_bake_lights"), &Terrain2DChunkDefault::_bake_lights); ClassDB::bind_method(D_METHOD("_bake_light", "light"), &Terrain2DChunkDefault::_bake_light); ClassDB::bind_method(D_METHOD("_clear_baked_lights"), &Terrain2DChunkDefault::_clear_baked_lights); ClassDB::bind_method(D_METHOD("_world_light_added", "light"), &Terrain2DChunkDefault::_world_light_added); ClassDB::bind_method(D_METHOD("_world_light_removed", "light"), &Terrain2DChunkDefault::_world_light_removed); ClassDB::bind_method(D_METHOD("_finalize_build"), &Terrain2DChunkDefault::_finalize_build); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_TYPE); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_TYPE); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_R); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_G); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_B); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_AO); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_RANDOM_AO); BIND_ENUM_CONSTANT(MAX_DEFAULT_CHANNELS); BIND_CONSTANT(MESH_INDEX_TERRAIN); BIND_CONSTANT(MESH_INDEX_PROP); BIND_CONSTANT(MESH_INDEX_LIQUID); BIND_CONSTANT(MESH_INDEX_CLUTTER); BIND_CONSTANT(MESH_TYPE_INDEX_MESH); BIND_CONSTANT(MESH_TYPE_INDEX_SHAPE); BIND_CONSTANT(MESH_TYPE_INDEX_BODY); BIND_CONSTANT(MESH_TYPE_INDEX_AREA); BIND_CONSTANT(MESH_TYPE_INDEX_TEXTURE_RID); BIND_ENUM_CONSTANT(BUILD_FLAG_USE_ISOLEVEL); BIND_ENUM_CONSTANT(BUILD_FLAG_USE_LIGHTING); BIND_ENUM_CONSTANT(BUILD_FLAG_USE_AO); BIND_ENUM_CONSTANT(BUILD_FLAG_USE_RAO); BIND_ENUM_CONSTANT(BUILD_FLAG_GENERATE_AO); BIND_ENUM_CONSTANT(BUILD_FLAG_AUTO_GENERATE_RAO); BIND_ENUM_CONSTANT(BUILD_FLAG_BAKE_LIGHTS); BIND_ENUM_CONSTANT(BUILD_FLAG_CREATE_COLLIDER); BIND_ENUM_CONSTANT(BUILD_FLAG_CREATE_LODS); }