terraman_2d/world/terrain_chunk.cpp

1563 lines
50 KiB
C++

/*
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_chunk.h"
#include "terrain_world.h"
#include "../thirdparty/lz4/lz4.h"
#include "../defines.h"
#include "core/message_queue.h"
#include "jobs/terrain_job.h"
#include "terrain_structure.h"
#if THREAD_POOL_PRESENT
#include "../../thread_pool/thread_pool.h"
#endif
_FORCE_INLINE_ bool TerrainChunk::get_process() const {
return _is_processing;
}
_FORCE_INLINE_ void TerrainChunk::set_process(const bool value) {
_is_processing = value;
}
_FORCE_INLINE_ bool TerrainChunk::get_physics_process() const {
return _is_phisics_processing;
}
_FORCE_INLINE_ void TerrainChunk::set_physics_process(const bool value) {
_is_phisics_processing = value;
}
bool TerrainChunk::get_visible() const {
return _is_visible;
}
void TerrainChunk::set_visible(const bool value) {
_is_visible = value;
visibility_changed(value);
}
_FORCE_INLINE_ bool TerrainChunk::get_is_generating() const {
return _is_generating;
}
_FORCE_INLINE_ void TerrainChunk::set_is_generating(const bool value) {
_is_generating = value;
}
bool TerrainChunk::is_build_aborted() const {
return _abort_build;
}
bool TerrainChunk::is_in_tree() const {
return _is_in_tree;
}
_FORCE_INLINE_ bool TerrainChunk::get_dirty() const {
return _dirty;
}
_FORCE_INLINE_ void TerrainChunk::set_dirty(const bool value) {
_dirty = value;
}
_FORCE_INLINE_ int TerrainChunk::get_state() const {
return _state;
}
_FORCE_INLINE_ void TerrainChunk::set_state(const int value) {
_state = value;
}
_FORCE_INLINE_ int TerrainChunk::get_position_x() const {
return _position_x;
}
void TerrainChunk::set_position_x(const int value) {
_position_x = value;
}
_FORCE_INLINE_ int TerrainChunk::get_position_z() const {
return _position_z;
}
void TerrainChunk::set_position_z(const int value) {
_position_z = value;
}
_FORCE_INLINE_ Vector2 TerrainChunk::get_position() const {
return Vector2(_position_x, _position_z);
}
_FORCE_INLINE_ Vector2 TerrainChunk::get_world_position() const {
return Vector2(_position_x * _size_x * _voxel_scale, _position_z * _size_z * _voxel_scale);
}
_FORCE_INLINE_ Vector3 TerrainChunk::get_world_size() const {
return Vector3(_size_x * _voxel_scale, _world_height * _voxel_scale, _size_z * _voxel_scale);
}
_FORCE_INLINE_ AABB TerrainChunk::get_world_aabb() const {
Vector2 v = get_world_position();
return AABB(Vector3(v.x, 0, v.y), get_world_size());
}
_FORCE_INLINE_ int TerrainChunk::get_size_x() const {
return _size_x;
}
_FORCE_INLINE_ int TerrainChunk::get_size_z() const {
return _size_z;
}
_FORCE_INLINE_ void TerrainChunk::set_size_x(const int value) {
_size_x = value;
}
_FORCE_INLINE_ void TerrainChunk::set_size_z(const int value) {
_size_z = value;
}
_FORCE_INLINE_ Vector3 TerrainChunk::get_size() const {
return Vector3(_size_x, _world_height, _size_z);
}
_FORCE_INLINE_ int TerrainChunk::get_data_size_x() const {
return _data_size_x;
}
_FORCE_INLINE_ int TerrainChunk::get_data_size_z() const {
return _data_size_z;
}
_FORCE_INLINE_ void TerrainChunk::set_data_size_x(const int value) {
_data_size_x = value;
}
_FORCE_INLINE_ void TerrainChunk::set_data_size_z(const int value) {
_data_size_z = value;
}
_FORCE_INLINE_ float TerrainChunk::get_world_height() const {
return _world_height;
}
void TerrainChunk::set_world_height(const float value) {
_world_height = value;
}
void TerrainChunk::set_position(const int x, const int z) {
_position_x = x;
_position_z = z;
}
_FORCE_INLINE_ int TerrainChunk::get_margin_start() const {
return _margin_start;
}
_FORCE_INLINE_ int TerrainChunk::get_margin_end() const {
return _margin_end;
}
_FORCE_INLINE_ void TerrainChunk::set_margin_start(const int value) {
_margin_start = value;
}
_FORCE_INLINE_ void TerrainChunk::set_margin_end(const int value) {
_margin_end = value;
}
int TerrainChunk::material_cache_key_get() const {
return _material_cache_key;
}
void TerrainChunk::material_cache_key_set(const int value) {
_material_cache_key = value;
}
bool TerrainChunk::material_cache_key_has() const {
return _material_cache_key_has;
}
void TerrainChunk::material_cache_key_has_set(const bool value) {
_material_cache_key_has = value;
}
int TerrainChunk::liquid_material_cache_key_get() const {
return _liquid_material_cache_key;
}
void TerrainChunk::liquid_material_cache_key_set(const int value) {
_liquid_material_cache_key = value;
}
bool TerrainChunk::liquid_material_cache_key_has() const {
return _liquid_material_cache_key_has;
}
void TerrainChunk::liquid_material_cache_key_has_set(const bool value) {
_liquid_material_cache_key_has = value;
}
int TerrainChunk::prop_material_cache_key_get() const {
return _prop_material_cache_key;
}
void TerrainChunk::prop_material_cache_key_set(const int value) {
_prop_material_cache_key = value;
}
bool TerrainChunk::prop_material_cache_key_has() const {
return _prop_material_cache_key_has;
}
void TerrainChunk::prop_material_cache_key_has_set(const bool value) {
_prop_material_cache_key_has = value;
}
Ref<TerrainLibrary> TerrainChunk::get_library() {
return _library;
}
void TerrainChunk::set_library(const Ref<TerrainLibrary> &value) {
_library = value;
}
float TerrainChunk::get_voxel_scale() const {
return _voxel_scale;
}
void TerrainChunk::set_voxel_scale(const float value) {
_voxel_scale = value;
}
TerrainWorld *TerrainChunk::get_voxel_world() const {
return _voxel_world;
}
void TerrainChunk::set_voxel_world(TerrainWorld *world) {
_voxel_world = world;
}
void TerrainChunk::set_voxel_world_bind(Node *world) {
if (world == NULL) {
_voxel_world = NULL;
return;
}
_voxel_world = Object::cast_to<TerrainWorld>(world);
}
Ref<TerrainJob> TerrainChunk::job_get(int index) const {
ERR_FAIL_INDEX_V(index, _jobs.size(), Ref<TerrainJob>());
return _jobs.get(index);
}
void TerrainChunk::job_set(int index, const Ref<TerrainJob> &job) {
ERR_FAIL_INDEX(index, _jobs.size());
_jobs.set(index, job);
}
void TerrainChunk::job_remove(const int index) {
ERR_FAIL_INDEX(index, _jobs.size());
_jobs.VREMOVE(index);
}
void TerrainChunk::job_add(const Ref<TerrainJob> &job) {
_jobs.push_back(job);
}
int TerrainChunk::job_get_count() const {
return _jobs.size();
}
int TerrainChunk::job_get_current_index() {
return _current_job;
}
void TerrainChunk::job_next() {
if (_abort_build) {
_is_generating = false;
_current_job = -1;
return;
}
_THREAD_SAFE_METHOD_
++_current_job;
if (_current_job >= _jobs.size()) {
_current_job = -1;
set_is_generating(false);
finalize_build();
return;
}
Ref<TerrainJob> j = _jobs[_current_job];
if (!j.is_valid()) {
//skip if invalid
job_next();
}
j->reset();
j->set_complete(false);
if (j->get_build_phase_type() == TerrainJob::BUILD_PHASE_TYPE_NORMAL) {
#if THREAD_POOL_PRESENT
ThreadPool::get_singleton()->add_job(j);
#else
j->execute();
#endif
}
}
Ref<TerrainJob> TerrainChunk::job_get_current() {
_THREAD_SAFE_METHOD_
if (_current_job < 0 || _current_job >= _jobs.size()) {
return Ref<TerrainJob>();
}
return _jobs[_current_job];
}
//Terra Data
void TerrainChunk::channel_setup() {
ERR_FAIL_COND_MSG(!has_method("_channel_setup"), "TerrainChunk: _setup_channels() is missing! Please implement it!");
call("_channel_setup");
}
void TerrainChunk::set_size(const int size_x, const int size_z, const int margin_start, const int margin_end) {
if (_size_x == size_x && _size_z == size_z && _margin_start == margin_start && _margin_end == margin_end) {
return;
}
_size_x = size_x;
_size_z = size_z;
_data_size_x = size_x + margin_start + margin_end;
_data_size_z = size_z + margin_start + margin_end;
_margin_start = margin_start;
_margin_end = margin_end;
for (int i = 0; i < _channels.size(); ++i) {
uint8_t *ch = _channels[i];
if (ch != NULL) {
memdelete_arr(ch);
}
}
_channels.clear();
channel_setup();
}
bool TerrainChunk::validate_data_position(const int x, const int z) const {
return x < _data_size_x && z < _data_size_z;
}
uint8_t TerrainChunk::get_voxel(const int p_x, const int p_z, const int p_channel_index) const {
int x = p_x + _margin_start;
int z = p_z + _margin_start;
ERR_FAIL_INDEX_V(p_channel_index, _channels.size(), 0);
ERR_FAIL_COND_V_MSG(!validate_data_position(x, z), 0, "Error, index out of range! " + String::num(x) + " " + String::num(z));
uint8_t *ch = _channels.get(p_channel_index);
if (!ch)
return 0;
return ch[get_data_index(x, z)];
}
void TerrainChunk::set_voxel(const uint8_t p_value, const int p_x, const int p_z, const int p_channel_index) {
int x = p_x + _margin_start;
int z = p_z + _margin_start;
ERR_FAIL_INDEX(p_channel_index, _channels.size());
ERR_FAIL_COND_MSG(!validate_data_position(x, z), "Error, index out of range! " + String::num(x) + " " + String::num(z));
uint8_t *ch = channel_get_valid(p_channel_index);
ch[get_data_index(x, z)] = p_value;
}
int TerrainChunk::channel_get_count() const {
return _channels.size();
}
void TerrainChunk::channel_set_count(const int count) {
if (count == _channels.size())
return;
if (_channels.size() >= count) {
for (int i = count; i < _channels.size(); ++i) {
uint8_t *ch = _channels[i];
if (ch != NULL) {
memdelete_arr(ch);
}
_channels.set(i, NULL);
}
_channels.resize(count);
return;
}
int s = _channels.size();
_channels.resize(count);
for (int i = s; i < count; ++i) {
_channels.set(i, NULL);
}
}
bool TerrainChunk::channel_is_allocated(const int channel_index) {
ERR_FAIL_INDEX_V(channel_index, _channels.size(), false);
return _channels[channel_index] != NULL;
}
void TerrainChunk::channel_ensure_allocated(const int channel_index, const uint8_t default_value) {
ERR_FAIL_INDEX(channel_index, _channels.size());
if (_channels[channel_index] == NULL)
channel_allocate(channel_index, default_value);
}
void TerrainChunk::channel_allocate(const int channel_index, const uint8_t default_value) {
ERR_FAIL_INDEX(channel_index, _channels.size());
if (_channels[channel_index] != NULL)
return;
uint32_t size = _data_size_x * _data_size_z;
uint8_t *ch = memnew_arr(uint8_t, size);
memset(ch, default_value, size);
_channels.set(channel_index, ch);
}
void TerrainChunk::channel_fill(const uint8_t value, const int channel_index) {
ERR_FAIL_INDEX(channel_index, _channels.size());
uint8_t *ch = _channels.get(channel_index);
if (ch == NULL) {
channel_allocate(channel_index, value);
return;
}
uint32_t size = get_data_size();
for (uint32_t i = 0; i < size; ++i) {
ch[i] = value;
}
}
void TerrainChunk::channel_dealloc(const int channel_index) {
ERR_FAIL_INDEX(channel_index, _channels.size());
uint8_t *ch = _channels.get(channel_index);
if (ch != NULL) {
memdelete_arr(ch);
_channels.set(channel_index, NULL);
}
}
uint8_t *TerrainChunk::channel_get(const int channel_index) {
ERR_FAIL_INDEX_V(channel_index, _channels.size(), NULL);
return _channels.get(channel_index);
}
uint8_t *TerrainChunk::channel_get_valid(const int channel_index, const uint8_t default_value) {
ERR_FAIL_INDEX_V(channel_index, _channels.size(), 0);
uint8_t *ch = _channels.get(channel_index);
if (ch == NULL) {
channel_allocate(channel_index, default_value);
return _channels.get(channel_index);
}
return ch;
}
PoolByteArray TerrainChunk::channel_get_array(const int channel_index) const {
PoolByteArray arr;
uint32_t size = _data_size_x * _data_size_z;
if (channel_index >= _channels.size())
return arr;
uint8_t *ch = _channels.get(channel_index);
if (ch == NULL)
return arr;
arr.resize(size);
for (uint32_t i = 0; i < size; ++i) {
arr.set(i, ch[i]);
}
return arr;
}
void TerrainChunk::channel_set_array(const int channel_index, const PoolByteArray &array) {
if (array.size() == 0)
return;
if (_channels.size() <= channel_index)
channel_set_count(channel_index + 1);
uint8_t *ch = _channels.get(channel_index);
if (ch == NULL) {
if (_channels[channel_index] != NULL)
return;
ch = memnew_arr(uint8_t, array.size());
_channels.set(channel_index, ch);
}
for (int i = 0; i < array.size(); ++i) {
ch[i] = array[i];
}
}
PoolByteArray TerrainChunk::channel_get_compressed(const int channel_index) const {
PoolByteArray arr;
int size = _data_size_x * _data_size_z;
if (channel_index >= _channels.size())
return arr;
uint8_t *ch = _channels.get(channel_index);
if (ch == NULL)
return arr;
int bound = LZ4_compressBound(size);
arr.resize(bound);
#if !GODOT4
PoolByteArray::Write w = arr.write();
int ns = LZ4_compress_default(reinterpret_cast<char *>(ch), reinterpret_cast<char *>(w.ptr()), size, bound);
w.release();
#else
int ns = LZ4_compress_default(reinterpret_cast<char *>(ch), reinterpret_cast<char *>(arr.ptrw()), size, bound);
#endif
arr.resize(ns);
return arr;
}
void TerrainChunk::channel_set_compressed(const int channel_index, const PoolByteArray &data) {
if (data.size() == 0)
return;
int size = _data_size_x * _data_size_z;
if (_channels.size() <= channel_index)
channel_set_count(channel_index + 1);
uint8_t *ch = _channels.get(channel_index);
if (ch == NULL) {
if (_channels[channel_index] != NULL)
return;
ch = memnew_arr(uint8_t, size);
_channels.set(channel_index, ch);
}
int ds = data.size();
#if !GODOT4
PoolByteArray::Read r = data.read();
//We are not going to write to it
uint8_t *data_arr = const_cast<uint8_t *>(r.ptr());
LZ4_decompress_safe(reinterpret_cast<char *>(data_arr), reinterpret_cast<char *>(ch), ds, size);
#else
//We are not going to write to it
uint8_t *data_arr = const_cast<uint8_t *>(data.ptr());
LZ4_decompress_safe(reinterpret_cast<char *>(data_arr), reinterpret_cast<char *>(ch), ds, size);
#endif
}
_FORCE_INLINE_ int TerrainChunk::get_index(const int x, const int z) const {
return ((x + _margin_start) + _data_size_x * (z + _margin_start));
}
_FORCE_INLINE_ int TerrainChunk::get_data_index(const int x, const int z) const {
return (x + _data_size_x * z);
}
_FORCE_INLINE_ int TerrainChunk::get_data_size() const {
return _data_size_x * _data_size_z;
}
//Terra Structures
Ref<TerrainStructure> TerrainChunk::voxel_structure_get(const int index) const {
ERR_FAIL_INDEX_V(index, _voxel_structures.size(), Ref<TerrainStructure>());
return _voxel_structures.get(index);
}
void TerrainChunk::voxel_structure_add(const Ref<TerrainStructure> &structure) {
_voxel_structures.push_back(structure);
}
void TerrainChunk::voxel_structure_remove(const Ref<TerrainStructure> &structure) {
if (!structure.is_valid())
return;
int index = _voxel_structures.find(structure);
if (index != -1)
_voxel_structures.VREMOVE(index);
}
void TerrainChunk::voxel_structure_remove_index(const int index) {
ERR_FAIL_INDEX(index, _voxel_structures.size());
_voxel_structures.VREMOVE(index);
}
void TerrainChunk::voxel_structure_clear() {
_voxel_structures.clear();
}
int TerrainChunk::voxel_structure_get_count() const {
return _voxel_structures.size();
}
void TerrainChunk::voxel_structure_add_at_position(Ref<TerrainStructure> structure, const Vector3 &world_position) {
ERR_FAIL_COND(!structure.is_valid());
structure->set_position_x(static_cast<int>(world_position.x / _voxel_scale));
structure->set_position_y(static_cast<int>(world_position.y / _voxel_scale));
structure->set_position_z(static_cast<int>(world_position.z / _voxel_scale));
voxel_structure_add(structure);
}
Vector<Variant> TerrainChunk::voxel_structures_get() {
VARIANT_ARRAY_GET(_voxel_structures);
}
void TerrainChunk::voxel_structures_set(const Vector<Variant> &structures) {
voxel_structure_clear();
for (int i = 0; i < structures.size(); ++i) {
Ref<TerrainLight> structure = Ref<TerrainLight>(structures[i]);
voxel_structure_add(structure);
}
}
void TerrainChunk::build() {
ERR_FAIL_COND(!INSTANCE_VALIDATE(get_voxel_world()));
ERR_FAIL_COND(!get_voxel_world()->is_inside_tree());
ERR_FAIL_COND(!is_in_tree());
call("_build");
}
void TerrainChunk::_build() {
if (get_is_generating()) {
_queued_generation = true;
return;
}
_is_generating = true;
job_next();
}
void TerrainChunk::clear() {
ERR_FAIL_COND_MSG(!has_method("_clear"), "TerrainChunk: _clear() is missing! Please implement it!");
call("_clear");
}
void TerrainChunk::finalize_build() {
if (has_method("_finalize_build")) {
call("_finalize_build");
}
}
void TerrainChunk::cancel_build() {
_queued_generation = false;
_abort_build = true;
#if THREAD_POOL_PRESENT
if (_is_generating) {
Ref<TerrainJob> job = job_get_current();
if (job.is_valid()) {
ThreadPool::get_singleton()->cancel_job(job);
}
}
#endif
}
void TerrainChunk::bake_lights() {
if (has_method("_bake_lights"))
call("_bake_lights");
}
void TerrainChunk::bake_light(Ref<TerrainLight> light) {
if (!light.is_valid())
return;
if (has_method("_bake_lights"))
call("_bake_light", light);
}
void TerrainChunk::clear_baked_lights() {
if (has_method("_clear_baked_lights"))
call("_clear_baked_lights");
}
#if PROPS_PRESENT
void TerrainChunk::prop_add(const Transform &tarnsform, const Ref<PropData> &prop) {
ERR_FAIL_COND(!prop.is_valid());
PropDataStore s;
s.transform = tarnsform;
s.prop = prop;
_props.push_back(s);
}
Ref<PropData> TerrainChunk::prop_get(int index) {
ERR_FAIL_INDEX_V(index, _props.size(), Ref<PropData>());
return _props.get(index).prop;
}
Transform TerrainChunk::prop_get_tarnsform(const int index) {
ERR_FAIL_INDEX_V(index, _props.size(), Transform());
return _props.get(index).transform;
}
int TerrainChunk::prop_get_count() const {
return _props.size();
}
void TerrainChunk::prop_remove(const int index) {
ERR_FAIL_INDEX(index, _props.size());
_props.VREMOVE(index);
}
void TerrainChunk::props_clear() {
_props.clear();
}
#endif
#if MESH_DATA_RESOURCE_PRESENT
int TerrainChunk::mesh_data_resource_addv(const Vector3 &local_data_pos, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture, const Color &color, const bool apply_voxel_scale) {
ERR_FAIL_COND_V(!mesh.is_valid(), 0);
int index = _mesh_data_resources.size();
MeshDataResourceEntry e;
if (apply_voxel_scale) {
e.transform = Transform(Basis().scaled(Vector3(_voxel_scale, _voxel_scale, _voxel_scale)));
e.transform.origin = local_data_pos * _voxel_scale;
} else {
e.transform.origin = local_data_pos;
}
e.mesh = mesh;
e.texture = texture;
e.color = color;
AABB aabb = AABB(Vector3(), get_world_size());
AABB mesh_aabb = e.transform.xform(mesh->get_aabb());
e.is_inside = aabb.encloses(mesh_aabb);
#if PROPS_PRESENT
if (get_library().is_valid() && texture.is_valid()) {
e.uv_rect = get_library()->get_prop_uv_rect(texture);
} else {
e.uv_rect = Rect2(0, 0, 1, 1);
}
#else
e.uv_rect = Rect2(0, 0, 1, 1);
#endif
_mesh_data_resources.push_back(e);
if (has_method("_mesh_data_resource_added"))
call("_mesh_data_resource_added", index);
return index;
}
int TerrainChunk::mesh_data_resource_add(const Transform &local_transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture, const Color &color, const bool apply_voxel_scale) {
ERR_FAIL_COND_V(!mesh.is_valid(), 0);
int index = _mesh_data_resources.size();
MeshDataResourceEntry e;
e.transform = local_transform;
if (apply_voxel_scale) {
e.transform.basis = e.transform.basis.scaled(Vector3(_voxel_scale, _voxel_scale, _voxel_scale));
e.transform.origin = e.transform.origin * _voxel_scale;
}
e.mesh = mesh;
e.texture = texture;
e.color = color;
AABB aabb = AABB(Vector3(), get_world_size());
AABB mesh_aabb = e.transform.xform(mesh->get_aabb());
e.is_inside = aabb.encloses(mesh_aabb);
#if PROPS_PRESENT
if (get_library().is_valid() && texture.is_valid())
e.uv_rect = get_library()->get_prop_uv_rect(texture);
else
e.uv_rect = Rect2(0, 0, 1, 1);
#else
e.uv_rect = Rect2(0, 0, 1, 1);
#endif
_mesh_data_resources.push_back(e);
if (has_method("_mesh_data_resource_added"))
call("_mesh_data_resource_added", index);
return index;
}
Ref<MeshDataResource> TerrainChunk::mesh_data_resource_get(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), Ref<MeshDataResource>());
return _mesh_data_resources[index].mesh;
}
void TerrainChunk::mesh_data_resource_set(const int index, const Ref<MeshDataResource> &mesh) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
}
Ref<Texture> TerrainChunk::mesh_data_resource_get_texture(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), Ref<Texture>());
return _mesh_data_resources[index].texture;
}
void TerrainChunk::mesh_data_resource_set_texture(const int index, const Ref<Texture> &texture) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.write[index].texture = texture;
}
Color TerrainChunk::mesh_data_resource_get_color(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), Color());
return _mesh_data_resources[index].color;
}
void TerrainChunk::mesh_data_resource_set_color(const int index, const Color &color) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.write[index].color = color;
}
Rect2 TerrainChunk::mesh_data_resource_get_uv_rect(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), Rect2());
return _mesh_data_resources[index].uv_rect;
}
void TerrainChunk::mesh_data_resource_set_uv_rect(const int index, const Rect2 &uv_rect) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.write[index].uv_rect = uv_rect;
}
Transform TerrainChunk::mesh_data_resource_get_transform(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), Transform());
return _mesh_data_resources.write[index].transform;
}
void TerrainChunk::mesh_data_resource_set_transform(const int index, const Transform &transform) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.write[index].transform = transform;
}
bool TerrainChunk::mesh_data_resource_get_is_inside(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), true);
return _mesh_data_resources[index].is_inside;
}
void TerrainChunk::mesh_data_resource_set_is_inside(const int index, const bool inside) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.write[index].is_inside = inside;
}
int TerrainChunk::mesh_data_resource_get_count() const {
return _mesh_data_resources.size();
}
void TerrainChunk::mesh_data_resource_remove(const int index) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.VREMOVE(index);
}
void TerrainChunk::mesh_data_resource_clear() {
_mesh_data_resources.clear();
}
#endif
int TerrainChunk::collider_add(const Transform &local_transform, const Ref<Shape> &shape, const RID &shape_rid, const RID &body) {
ERR_FAIL_COND_V(!shape.is_valid() && shape_rid == RID(), 0);
int index = _colliders.size();
ColliderBody e;
e.transform = local_transform;
e.body = body;
e.shape = shape;
e.shape_rid = shape_rid;
_colliders.push_back(e);
return index;
}
Transform TerrainChunk::collider_get_transform(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), Transform());
return _colliders[index].transform;
}
void TerrainChunk::collider_set_transform(const int index, const Transform &transform) {
ERR_FAIL_INDEX(index, _colliders.size());
_colliders.write[index].transform = transform;
}
Ref<Shape> TerrainChunk::collider_get_shape(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), Ref<Shape>());
return _colliders[index].shape;
}
void TerrainChunk::collider_set_shape(const int index, const Ref<Shape> &shape) {
ERR_FAIL_INDEX(index, _colliders.size());
_colliders.write[index].shape = shape;
}
RID TerrainChunk::collider_get_shape_rid(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
return _colliders[index].shape_rid;
}
void TerrainChunk::collider_set_shape_rid(const int index, const RID &rid) {
ERR_FAIL_INDEX(index, _colliders.size());
_colliders.write[index].shape_rid = rid;
}
RID TerrainChunk::collider_get_body(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
return _colliders[index].body;
}
void TerrainChunk::collider_set_body(const int index, const RID &rid) {
ERR_FAIL_INDEX(index, _colliders.size());
_colliders.write[index].body = rid;
}
int TerrainChunk::collider_get_count() const {
return _colliders.size();
}
void TerrainChunk::collider_remove(const int index) {
ERR_FAIL_INDEX(index, _colliders.size());
_colliders.VREMOVE(index);
}
void TerrainChunk::colliders_clear() {
_colliders.clear();
}
void TerrainChunk::enter_tree() {
_is_in_tree = true;
if (has_method("_enter_tree"))
call("_enter_tree");
}
void TerrainChunk::exit_tree() {
_is_in_tree = false;
if (has_method("_exit_tree"))
call("_exit_tree");
}
void TerrainChunk::process(const float delta) {
if (has_method("_process"))
call("_process", delta);
}
void TerrainChunk::physics_process(const float delta) {
if (has_method("_physics_process"))
call("_physics_process", delta);
}
void TerrainChunk::world_transform_changed() {
call("_world_transform_changed");
}
void TerrainChunk::visibility_changed(const bool visible) {
if (has_method("_visibility_changed"))
call("_visibility_changed", _is_visible);
}
void TerrainChunk::world_light_added(const Ref<TerrainLight> &light) {
if (has_method("_world_light_added"))
call("_world_light_added", light);
}
void TerrainChunk::world_light_removed(const Ref<TerrainLight> &light) {
if (has_method("_world_light_removed"))
call("_world_light_removed", light);
}
void TerrainChunk::generation_process(const float delta) {
call("_generation_process", delta);
}
void TerrainChunk::generation_physics_process(const float delta) {
call("_generation_physics_process", delta);
}
Transform TerrainChunk::get_transform() const {
return _transform;
}
void TerrainChunk::set_transform(const Transform &transform) {
_transform = transform;
}
Transform TerrainChunk::get_global_transform() const {
ERR_FAIL_COND_V(!get_voxel_world(), Transform());
return get_voxel_world()->get_global_transform() * _transform;
}
Vector3 TerrainChunk::to_local(Vector3 p_global) const {
return get_global_transform().affine_inverse().xform(p_global);
}
Vector3 TerrainChunk::to_global(Vector3 p_local) const {
return get_global_transform().xform(p_local);
}
bool TerrainChunk::is_safe_to_delete() {
#if THREAD_POOL_PRESENT
if (!_is_generating) {
return true;
}
Ref<TerrainJob> job = job_get_current();
if (!job.is_valid()) {
return true;
}
return !ThreadPool::get_singleton()->has_job(job);
#else
return true;
#endif
}
TerrainChunk::TerrainChunk() {
_is_processing = false;
_is_phisics_processing = false;
_is_in_tree = false;
_is_visible = true;
_is_generating = false;
_dirty = false;
_state = TERRAIN_CHUNK_STATE_OK;
_voxel_scale = 1;
_voxel_world = NULL;
_position_x = 0;
_position_z = 0;
_size_x = 0;
_size_z = 0;
_data_size_x = 0;
_data_size_z = 0;
_margin_start = 0;
_margin_end = 0;
_material_cache_key = 0;
_material_cache_key_has = false;
_liquid_material_cache_key = 0;
_liquid_material_cache_key_has = false;
_prop_material_cache_key = 0;
_prop_material_cache_key_has = false;
_current_job = -1;
_world_height = 256;
_queued_generation = false;
}
TerrainChunk::~TerrainChunk() {
if (_library.is_valid()) {
_library.unref();
}
#if PROPS_PRESENT
props_clear();
#endif
#if MESH_DATA_RESOURCE_PRESENT
mesh_data_resource_clear();
#endif
for (int i = 0; i < _channels.size(); ++i) {
uint8_t *ch = _channels[i];
if (ch != NULL) {
memdelete_arr(ch);
}
}
for (int i = 0; i < _colliders.size(); ++i) {
PhysicsServer::get_singleton()->free(_colliders[i].body);
}
_colliders.clear();
_jobs.clear();
}
void TerrainChunk::_enter_tree() {
for (int i = 0; i < _jobs.size(); ++i) {
Ref<TerrainJob> j = _jobs[i];
if (j.is_valid()) {
j->set_chunk(Ref<TerrainChunk>(this));
}
}
}
void TerrainChunk::_exit_tree() {
if (_is_generating) {
cancel_build();
}
for (int i = 0; i < _jobs.size(); ++i) {
Ref<TerrainJob> j = _jobs[i];
if (j.is_valid()) {
j->chunk_exit_tree();
}
}
if (_library.is_valid() && _library->supports_caching()) {
if (material_cache_key_has()) {
_library->material_cache_unref(material_cache_key_get());
}
}
}
void TerrainChunk::_generation_process(const float delta) {
if (_abort_build) {
return;
}
_THREAD_SAFE_METHOD_
if (_current_job < 0 || _current_job >= _jobs.size())
return;
Ref<TerrainJob> job = _jobs[_current_job];
ERR_FAIL_COND(!job.is_valid());
if (job->get_build_phase_type() == TerrainJob::BUILD_PHASE_TYPE_PROCESS) {
if (!_voxel_world->can_chunk_do_build_step())
return;
job->process(delta);
if (job->get_build_phase_type() == TerrainJob::BUILD_PHASE_TYPE_NORMAL) {
#if THREAD_POOL_PRESENT
ThreadPool::get_singleton()->add_job(job);
#else
job->execute();
#endif
}
}
}
void TerrainChunk::_generation_physics_process(const float delta) {
if (_abort_build) {
return;
}
_THREAD_SAFE_METHOD_
if (_current_job < 0 || _current_job >= _jobs.size())
return;
Ref<TerrainJob> job = _jobs[_current_job];
ERR_FAIL_COND(!job.is_valid());
if (job->get_build_phase_type() == TerrainJob::BUILD_PHASE_TYPE_PHYSICS_PROCESS) {
if (!_voxel_world->can_chunk_do_build_step())
return;
job->physics_process(delta);
if (job->get_build_phase_type() == TerrainJob::BUILD_PHASE_TYPE_NORMAL) {
#if THREAD_POOL_PRESENT
ThreadPool::get_singleton()->add_job(job);
#else
job->execute();
#endif
}
}
}
void TerrainChunk::_world_transform_changed() {
Transform wt;
if (_voxel_world != NULL) {
wt = _voxel_world->get_transform();
}
set_transform(wt * Transform(Basis(), Vector3(_position_x * static_cast<int>(_size_x) * _voxel_scale, 0, _position_z * static_cast<int>(_size_z) * _voxel_scale)));
}
/*
bool TerrainChunk::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
if (name.begins_with("channels/")) {
int index = name.get_slicec('/', 1).to_int();
if (_channels.size() <= index) {
set_channel_count(index);
}
PoolByteArray arr = p_value;
if (arr.size() == 0)
return true;
set_channel_array(index, arr);
}
return true;
}
bool TerrainChunk::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
if (name.begins_with("channels/")) {
int index = name.get_slicec('/', 1).to_int();
r_ret = get_channel_array(index);
return true;
}
return false;
}
void TerrainChunk::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < _channels.size(); ++i) {
p_list->push_back(PropertyInfo(Variant::POOL_BYTE_ARRAY, "channels/" + String::num(i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL));
}
}
*/
void TerrainChunk::_bind_methods() {
ADD_SIGNAL(MethodInfo("mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
BIND_VMETHOD(MethodInfo("_mesh_data_resource_added", PropertyInfo(Variant::INT, "index")));
BIND_VMETHOD(MethodInfo("_channel_setup"));
BIND_VMETHOD(MethodInfo("_bake_lights"));
BIND_VMETHOD(MethodInfo("_bake_light", PropertyInfo(Variant::OBJECT, "light", PROPERTY_HINT_RESOURCE_TYPE, "TerrainLight")));
BIND_VMETHOD(MethodInfo("_clear_baked_lights"));
ClassDB::bind_method(D_METHOD("bake_lights"), &TerrainChunk::bake_lights);
ClassDB::bind_method(D_METHOD("bake_light", "light"), &TerrainChunk::bake_light);
ClassDB::bind_method(D_METHOD("clear_baked_lights"), &TerrainChunk::clear_baked_lights);
BIND_VMETHOD(MethodInfo("_enter_tree"));
BIND_VMETHOD(MethodInfo("_exit_tree"));
BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta")));
BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta")));
BIND_VMETHOD(MethodInfo("_world_transform_changed"));
BIND_VMETHOD(MethodInfo("_visibility_changed", PropertyInfo(Variant::BOOL, "visible")));
BIND_VMETHOD(MethodInfo("_world_light_added", PropertyInfo(Variant::OBJECT, "light", PROPERTY_HINT_RESOURCE_TYPE, "TerrainLight")));
BIND_VMETHOD(MethodInfo("_world_light_removed", PropertyInfo(Variant::OBJECT, "light", PROPERTY_HINT_RESOURCE_TYPE, "TerrainLight")));
BIND_VMETHOD(MethodInfo("_generation_process", PropertyInfo(Variant::REAL, "delta")));
BIND_VMETHOD(MethodInfo("_generation_physics_process", PropertyInfo(Variant::REAL, "delta")));
BIND_VMETHOD(MethodInfo("_finalize_build"));
ClassDB::bind_method(D_METHOD("enter_tree"), &TerrainChunk::enter_tree);
ClassDB::bind_method(D_METHOD("exit_tree"), &TerrainChunk::exit_tree);
ClassDB::bind_method(D_METHOD("process", "delta"), &TerrainChunk::process);
ClassDB::bind_method(D_METHOD("physics_process", "delta"), &TerrainChunk::physics_process);
ClassDB::bind_method(D_METHOD("world_transform_changed"), &TerrainChunk::world_transform_changed);
ClassDB::bind_method(D_METHOD("visibility_changed", "visible"), &TerrainChunk::visibility_changed);
ClassDB::bind_method(D_METHOD("world_light_added", "light"), &TerrainChunk::world_light_added);
ClassDB::bind_method(D_METHOD("world_light_removed", "light"), &TerrainChunk::world_light_removed);
ClassDB::bind_method(D_METHOD("generation_process", "delta"), &TerrainChunk::generation_process);
ClassDB::bind_method(D_METHOD("generation_physics_process", "delta"), &TerrainChunk::generation_physics_process);
ClassDB::bind_method(D_METHOD("finalize_build"), &TerrainChunk::finalize_build);
ClassDB::bind_method(D_METHOD("cancel_build"), &TerrainChunk::cancel_build);
ClassDB::bind_method(D_METHOD("get_process"), &TerrainChunk::get_process);
ClassDB::bind_method(D_METHOD("set_process", "value"), &TerrainChunk::set_process);
ClassDB::bind_method(D_METHOD("get_physics_process"), &TerrainChunk::get_physics_process);
ClassDB::bind_method(D_METHOD("set_physics_process", "value"), &TerrainChunk::set_physics_process);
ClassDB::bind_method(D_METHOD("is_in_tree"), &TerrainChunk::is_in_tree);
ClassDB::bind_method(D_METHOD("get_transform"), &TerrainChunk::get_transform);
ClassDB::bind_method(D_METHOD("set_transform", "value"), &TerrainChunk::set_transform);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
ClassDB::bind_method(D_METHOD("get_visible"), &TerrainChunk::get_visible);
ClassDB::bind_method(D_METHOD("set_visible", "value"), &TerrainChunk::set_visible);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "get_visible");
ClassDB::bind_method(D_METHOD("get_is_generating"), &TerrainChunk::get_is_generating);
ClassDB::bind_method(D_METHOD("set_is_generating", "value"), &TerrainChunk::set_is_generating);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_generating", PROPERTY_HINT_NONE, "", 0), "set_is_generating", "get_is_generating");
ClassDB::bind_method(D_METHOD("is_build_aborted"), &TerrainChunk::is_build_aborted);
ClassDB::bind_method(D_METHOD("get_dirty"), &TerrainChunk::get_dirty);
ClassDB::bind_method(D_METHOD("set_dirty", "value"), &TerrainChunk::set_dirty);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dirty", PROPERTY_HINT_NONE, "", 0), "set_dirty", "get_dirty");
ClassDB::bind_method(D_METHOD("get_state"), &TerrainChunk::get_state);
ClassDB::bind_method(D_METHOD("set_state", "value"), &TerrainChunk::set_state);
ADD_PROPERTY(PropertyInfo(Variant::INT, "state", PROPERTY_HINT_NONE, "", 0), "set_state", "get_state");
ClassDB::bind_method(D_METHOD("get_position_x"), &TerrainChunk::get_position_x);
ClassDB::bind_method(D_METHOD("set_position_x", "value"), &TerrainChunk::set_position_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "position_x"), "set_position_x", "get_position_x");
ClassDB::bind_method(D_METHOD("get_position_z"), &TerrainChunk::get_position_z);
ClassDB::bind_method(D_METHOD("set_position_z", "value"), &TerrainChunk::set_position_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "position_z"), "set_position_z", "get_position_z");
ClassDB::bind_method(D_METHOD("get_size_x"), &TerrainChunk::get_size_x);
ClassDB::bind_method(D_METHOD("set_size_x"), &TerrainChunk::set_size_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "size_x"), "set_size_x", "get_size_x");
ClassDB::bind_method(D_METHOD("get_size_z"), &TerrainChunk::get_size_z);
ClassDB::bind_method(D_METHOD("set_size_z"), &TerrainChunk::set_size_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "size_z"), "set_size_z", "get_size_z");
ClassDB::bind_method(D_METHOD("get_data_size_x"), &TerrainChunk::get_data_size_x);
ClassDB::bind_method(D_METHOD("set_data_size_x"), &TerrainChunk::set_data_size_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "data_size_x"), "set_data_size_x", "get_data_size_x");
ClassDB::bind_method(D_METHOD("get_data_size_z"), &TerrainChunk::get_data_size_z);
ClassDB::bind_method(D_METHOD("set_data_size_z"), &TerrainChunk::set_data_size_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "data_size_z"), "set_data_size_z", "get_data_size_z");
ClassDB::bind_method(D_METHOD("get_world_height"), &TerrainChunk::get_world_height);
ClassDB::bind_method(D_METHOD("set_world_height", "height"), &TerrainChunk::set_world_height);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "world_height"), "set_world_height", "get_world_height");
ClassDB::bind_method(D_METHOD("get_position"), &TerrainChunk::get_position);
ClassDB::bind_method(D_METHOD("set_position", "x", "z"), &TerrainChunk::set_position);
ClassDB::bind_method(D_METHOD("get_world_position"), &TerrainChunk::get_world_position);
ClassDB::bind_method(D_METHOD("get_world_size"), &TerrainChunk::get_world_size);
ClassDB::bind_method(D_METHOD("get_world_aabb"), &TerrainChunk::get_world_aabb);
ClassDB::bind_method(D_METHOD("get_margin_start"), &TerrainChunk::get_margin_start);
ClassDB::bind_method(D_METHOD("set_margin_start"), &TerrainChunk::set_margin_start);
ADD_PROPERTY(PropertyInfo(Variant::INT, "margin_start"), "set_margin_start", "get_margin_start");
ClassDB::bind_method(D_METHOD("get_margin_end"), &TerrainChunk::get_margin_end);
ClassDB::bind_method(D_METHOD("set_margin_end"), &TerrainChunk::set_margin_end);
ADD_PROPERTY(PropertyInfo(Variant::INT, "margin_end"), "set_margin_end", "get_margin_end");
ClassDB::bind_method(D_METHOD("material_cache_key_get"), &TerrainChunk::material_cache_key_get);
ClassDB::bind_method(D_METHOD("material_cache_key_set"), &TerrainChunk::material_cache_key_set);
ADD_PROPERTY(PropertyInfo(Variant::INT, "material_cache_key", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "material_cache_key_set", "material_cache_key_get");
ClassDB::bind_method(D_METHOD("material_cache_key_has"), &TerrainChunk::material_cache_key_has);
ClassDB::bind_method(D_METHOD("material_cache_key_has_set"), &TerrainChunk::material_cache_key_has_set);
ADD_PROPERTY(PropertyInfo(Variant::INT, "material_cache_key_has", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "material_cache_key_has_set", "material_cache_key_has");
ClassDB::bind_method(D_METHOD("liquid_material_cache_key_get"), &TerrainChunk::liquid_material_cache_key_get);
ClassDB::bind_method(D_METHOD("liquid_material_cache_key_set"), &TerrainChunk::liquid_material_cache_key_set);
ADD_PROPERTY(PropertyInfo(Variant::INT, "liquid_material_cache_key", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "liquid_material_cache_key_set", "liquid_material_cache_key_get");
ClassDB::bind_method(D_METHOD("liquid_material_cache_key_has"), &TerrainChunk::liquid_material_cache_key_has);
ClassDB::bind_method(D_METHOD("liquid_material_cache_key_has_set"), &TerrainChunk::liquid_material_cache_key_has_set);
ADD_PROPERTY(PropertyInfo(Variant::INT, "liquid_material_cache_key_has", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "liquid_material_cache_key_has_set", "liquid_material_cache_key_has");
ClassDB::bind_method(D_METHOD("prop_material_cache_key_get"), &TerrainChunk::prop_material_cache_key_get);
ClassDB::bind_method(D_METHOD("prop_material_cache_key_set"), &TerrainChunk::prop_material_cache_key_set);
ADD_PROPERTY(PropertyInfo(Variant::INT, "prop_material_cache_key", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "prop_material_cache_key_set", "prop_material_cache_key_get");
ClassDB::bind_method(D_METHOD("prop_material_cache_key_has"), &TerrainChunk::prop_material_cache_key_has);
ClassDB::bind_method(D_METHOD("prop_material_cache_key_has_set"), &TerrainChunk::prop_material_cache_key_has_set);
ADD_PROPERTY(PropertyInfo(Variant::INT, "prop_material_cache_key_has", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "prop_material_cache_key_has_set", "prop_material_cache_key_has");
ClassDB::bind_method(D_METHOD("get_library"), &TerrainChunk::get_library);
ClassDB::bind_method(D_METHOD("set_library", "value"), &TerrainChunk::set_library);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "TerrainLibrary"), "set_library", "get_library");
ClassDB::bind_method(D_METHOD("get_voxel_scale"), &TerrainChunk::get_voxel_scale);
ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &TerrainChunk::set_voxel_scale);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
ClassDB::bind_method(D_METHOD("job_get", "index"), &TerrainChunk::job_get);
ClassDB::bind_method(D_METHOD("job_set", "index", "job"), &TerrainChunk::job_set);
ClassDB::bind_method(D_METHOD("job_remove", "index"), &TerrainChunk::job_remove);
ClassDB::bind_method(D_METHOD("job_add", "job"), &TerrainChunk::job_add);
ClassDB::bind_method(D_METHOD("job_get_count"), &TerrainChunk::job_get_count);
ClassDB::bind_method(D_METHOD("job_get_current_index"), &TerrainChunk::job_get_current_index);
ClassDB::bind_method(D_METHOD("job_next"), &TerrainChunk::job_next);
ClassDB::bind_method(D_METHOD("job_get_current"), &TerrainChunk::job_get_current);
ClassDB::bind_method(D_METHOD("get_voxel_world"), &TerrainChunk::get_voxel_world);
ClassDB::bind_method(D_METHOD("set_voxel_world", "world"), &TerrainChunk::set_voxel_world_bind);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "voxel_world", PROPERTY_HINT_RESOURCE_TYPE, "TerrainWorld", 0), "set_voxel_world", "get_voxel_world");
//Terra Data
ClassDB::bind_method(D_METHOD("channel_setup"), &TerrainChunk::channel_setup);
ClassDB::bind_method(D_METHOD("set_size", "size_x", "size_z", "margin_start", "margin_end"), &TerrainChunk::set_size, DEFVAL(0), DEFVAL(0));
ClassDB::bind_method(D_METHOD("validate_data_position", "x", "z"), &TerrainChunk::validate_data_position);
ClassDB::bind_method(D_METHOD("get_voxel", "x", "z", "index"), &TerrainChunk::get_voxel);
ClassDB::bind_method(D_METHOD("set_voxel", "value", "x", "z", "index"), &TerrainChunk::set_voxel);
ClassDB::bind_method(D_METHOD("channel_get_count"), &TerrainChunk::channel_get_count);
ClassDB::bind_method(D_METHOD("channel_set_count", "count"), &TerrainChunk::channel_set_count);
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_count"), "channel_set_count", "channel_get_count");
ClassDB::bind_method(D_METHOD("channel_is_allocated", "index"), &TerrainChunk::channel_is_allocated);
ClassDB::bind_method(D_METHOD("channel_ensure_allocated", "index", "default_value"), &TerrainChunk::channel_ensure_allocated);
ClassDB::bind_method(D_METHOD("channel_allocate", "index", "default_value"), &TerrainChunk::channel_allocate);
ClassDB::bind_method(D_METHOD("channel_fill", "value", "index"), &TerrainChunk::channel_fill);
ClassDB::bind_method(D_METHOD("channel_dealloc", "index"), &TerrainChunk::channel_dealloc);
ClassDB::bind_method(D_METHOD("channel_get_array", "index"), &TerrainChunk::channel_get_array);
ClassDB::bind_method(D_METHOD("channel_set_array", "index", "array"), &TerrainChunk::channel_set_array);
ClassDB::bind_method(D_METHOD("channel_get_compressed", "index"), &TerrainChunk::channel_get_compressed);
ClassDB::bind_method(D_METHOD("channel_set_compressed", "index", "array"), &TerrainChunk::channel_set_compressed);
ClassDB::bind_method(D_METHOD("get_index", "x", "z"), &TerrainChunk::get_index);
ClassDB::bind_method(D_METHOD("get_data_index", "x", "z"), &TerrainChunk::get_data_index);
ClassDB::bind_method(D_METHOD("get_data_size"), &TerrainChunk::get_data_size);
ClassDB::bind_method(D_METHOD("voxel_structure_get", "index"), &TerrainChunk::voxel_structure_get);
ClassDB::bind_method(D_METHOD("voxel_structure_add", "structure"), &TerrainChunk::voxel_structure_add);
ClassDB::bind_method(D_METHOD("voxel_structure_remove", "structure"), &TerrainChunk::voxel_structure_remove);
ClassDB::bind_method(D_METHOD("voxel_structure_remove_index", "index"), &TerrainChunk::voxel_structure_remove_index);
ClassDB::bind_method(D_METHOD("voxel_structure_clear"), &TerrainChunk::voxel_structure_clear);
ClassDB::bind_method(D_METHOD("voxel_structure_get_count"), &TerrainChunk::voxel_structure_get_count);
ClassDB::bind_method(D_METHOD("voxel_structure_add_at_position", "structure", "world_position"), &TerrainChunk::voxel_structure_add_at_position);
ClassDB::bind_method(D_METHOD("voxel_structures_get"), &TerrainChunk::voxel_structures_get);
ClassDB::bind_method(D_METHOD("voxel_structures_set"), &TerrainChunk::voxel_structures_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "voxel_structures", PROPERTY_HINT_NONE, "17/17:TerrainStructure", PROPERTY_USAGE_DEFAULT, "TerrainStructure"), "voxel_structures_set", "voxel_structures_get");
//Meshes
#if PROPS_PRESENT
ClassDB::bind_method(D_METHOD("prop_add", "prop"), &TerrainChunk::prop_add);
ClassDB::bind_method(D_METHOD("prop_get", "index"), &TerrainChunk::prop_get);
ClassDB::bind_method(D_METHOD("prop_get_count"), &TerrainChunk::prop_get_count);
ClassDB::bind_method(D_METHOD("prop_remove", "index"), &TerrainChunk::prop_remove);
ClassDB::bind_method(D_METHOD("props_clear"), &TerrainChunk::props_clear);
#endif
#if MESH_DATA_RESOURCE_PRESENT
ClassDB::bind_method(D_METHOD("mesh_data_resource_addv", "local_data_pos", "mesh", "texture", "color", "apply_voxel_scale"), &TerrainChunk::mesh_data_resource_addv, DEFVAL(Ref<Texture>()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("mesh_data_resource_add", "local_transform", "mesh", "texture", "color", "apply_voxel_scale"), &TerrainChunk::mesh_data_resource_add, DEFVAL(Ref<Texture>()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("mesh_data_resource_get", "index"), &TerrainChunk::mesh_data_resource_get);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set", "index", "mesh"), &TerrainChunk::mesh_data_resource_set);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_texture", "index"), &TerrainChunk::mesh_data_resource_get_texture);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set_texture", "index", "texture"), &TerrainChunk::mesh_data_resource_set_texture);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_color", "index"), &TerrainChunk::mesh_data_resource_get_color);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set_color", "index", "color"), &TerrainChunk::mesh_data_resource_set_color);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_uv_rect", "index"), &TerrainChunk::mesh_data_resource_get_uv_rect);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set_uv_rect", "index", "uv_rect"), &TerrainChunk::mesh_data_resource_set_uv_rect);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_transform", "index"), &TerrainChunk::mesh_data_resource_get_transform);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set_transform", "index", "transform"), &TerrainChunk::mesh_data_resource_set_transform);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_is_inside", "index"), &TerrainChunk::mesh_data_resource_get_is_inside);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set_is_inside", "index", "inside"), &TerrainChunk::mesh_data_resource_set_is_inside);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_count"), &TerrainChunk::mesh_data_resource_get_count);
ClassDB::bind_method(D_METHOD("mesh_data_resource_remove", "index"), &TerrainChunk::mesh_data_resource_remove);
ClassDB::bind_method(D_METHOD("mesh_data_resource_clear"), &TerrainChunk::mesh_data_resource_clear);
#endif
ClassDB::bind_method(D_METHOD("collider_add", "local_transform", "shape", "shape_rid", "body"), &TerrainChunk::collider_add, DEFVAL(RID()), DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("collider_get_transform", "index"), &TerrainChunk::collider_get_transform);
ClassDB::bind_method(D_METHOD("collider_set_transform", "index", "transform"), &TerrainChunk::collider_set_transform);
ClassDB::bind_method(D_METHOD("collider_get_shape", "index"), &TerrainChunk::collider_get_shape);
ClassDB::bind_method(D_METHOD("collider_set_shape", "index", "shape"), &TerrainChunk::collider_set_shape);
ClassDB::bind_method(D_METHOD("collider_get_shape_rid", "index"), &TerrainChunk::collider_get_shape_rid);
ClassDB::bind_method(D_METHOD("collider_set_shape_rid", "index", "rid"), &TerrainChunk::collider_set_shape_rid);
ClassDB::bind_method(D_METHOD("collider_get_body", "index"), &TerrainChunk::collider_get_body);
ClassDB::bind_method(D_METHOD("collider_set_body", "index", "rid"), &TerrainChunk::collider_set_body);
ClassDB::bind_method(D_METHOD("collider_get_count"), &TerrainChunk::collider_get_count);
ClassDB::bind_method(D_METHOD("collider_remove", "index"), &TerrainChunk::collider_remove);
ClassDB::bind_method(D_METHOD("colliders_clear"), &TerrainChunk::colliders_clear);
BIND_VMETHOD(MethodInfo("_build"));
ClassDB::bind_method(D_METHOD("build"), &TerrainChunk::build);
ClassDB::bind_method(D_METHOD("_build"), &TerrainChunk::_build);
ClassDB::bind_method(D_METHOD("get_global_transform"), &TerrainChunk::get_global_transform);
ClassDB::bind_method(D_METHOD("to_local", "global"), &TerrainChunk::to_local);
ClassDB::bind_method(D_METHOD("to_global", "local"), &TerrainChunk::to_global);
ClassDB::bind_method(D_METHOD("_world_transform_changed"), &TerrainChunk::_world_transform_changed);
ClassDB::bind_method(D_METHOD("_enter_tree"), &TerrainChunk::_enter_tree);
ClassDB::bind_method(D_METHOD("_exit_tree"), &TerrainChunk::_exit_tree);
ClassDB::bind_method(D_METHOD("_generation_process"), &TerrainChunk::_generation_process);
ClassDB::bind_method(D_METHOD("_generation_physics_process"), &TerrainChunk::_generation_physics_process);
ClassDB::bind_method(D_METHOD("is_safe_to_delete"), &TerrainChunk::is_safe_to_delete);
}