mirror of
https://github.com/Relintai/terraman_2d.git
synced 2024-11-08 10:02:11 +01:00
1359 lines
43 KiB
C++
1359 lines
43 KiB
C++
/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "terrain_2d_world.h"
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#include "core/version.h"
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#include "core/message_queue.h"
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#include "terrain_2d_chunk.h"
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#include "terrain_2d_structure.h"
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#include "../defines.h"
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#if PROPS_2D_PRESENT
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#include "../../props_2d/props/prop_2d_data.h"
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#include "../../props_2d/props/prop_2d_data_entry.h"
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#include "../../props_2d/props/prop_2d_data_light.h"
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#include "../../props_2d/props/prop_2d_data_prop.h"
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#include "../../props_2d/props/prop_2d_data_scene.h"
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#endif
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#if MESH_DATA_RESOURCE_PRESENT
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#include "../../mesh_data_resource/props_2d/prop_2d_data_mesh_data.h"
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#endif
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#if TOOLS_ENABLED
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#include "editor/plugins/spatial_editor_plugin.h"
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#include "scene/3d/camera.h"
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#endif
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const String Terrain2DWorld::BINDING_STRING_CHANNEL_TYPE_INFO = "Type,Isolevel,Liquid,Liquid Level";
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bool Terrain2DWorld::get_active() const {
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return _active;
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}
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void Terrain2DWorld::set_active(const bool value) {
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_active = value;
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notification(NOTIFICATION_ACTIVE_STATE_CHANGED);
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}
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bool Terrain2DWorld::get_editable() const {
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return _editable;
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}
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void Terrain2DWorld::set_editable(const bool value) {
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_editable = value;
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}
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int Terrain2DWorld::get_chunk_size_x() const {
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return _chunk_size_x;
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}
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void Terrain2DWorld::set_chunk_size_x(const int value) {
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_chunk_size_x = value;
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}
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int Terrain2DWorld::get_chunk_size_y() const {
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return _chunk_size_y;
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}
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void Terrain2DWorld::set_chunk_size_y(const int value) {
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_chunk_size_y = value;
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}
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int Terrain2DWorld::get_data_margin_start() const {
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return _data_margin_start;
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}
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void Terrain2DWorld::set_data_margin_start(const int value) {
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_data_margin_start = value;
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}
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int Terrain2DWorld::get_data_margin_end() const {
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return _data_margin_end;
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}
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void Terrain2DWorld::set_data_margin_end(const int value) {
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_data_margin_end = value;
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}
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int Terrain2DWorld::get_current_seed() const {
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return _current_seed;
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}
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void Terrain2DWorld::set_current_seed(const int value) {
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_current_seed = value;
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}
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int Terrain2DWorld::get_max_concurrent_generations() {
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return _max_concurrent_generations;
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}
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void Terrain2DWorld::set_max_concurrent_generations(const int value) {
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_max_concurrent_generations = value;
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}
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Ref<Terrain2DLibrary> Terrain2DWorld::get_library() {
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return _library;
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}
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void Terrain2DWorld::set_library(const Ref<Terrain2DLibrary> &library) {
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_library = library;
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for (int i = 0; i < chunk_get_count(); ++i) {
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Ref<Terrain2DChunk> c = chunk_get_index(i);
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if (!c.is_valid())
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continue;
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c->set_library(_library);
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}
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}
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Ref<Terrain2DLevelGenerator> Terrain2DWorld::get_level_generator() const {
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return _level_generator;
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}
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void Terrain2DWorld::set_level_generator(const Ref<Terrain2DLevelGenerator> &level_generator) {
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_level_generator = level_generator;
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}
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int Terrain2DWorld::get_cell_size_x() const {
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return _cell_size_x;
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}
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void Terrain2DWorld::set_cell_size_x(const int value) {
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_cell_size_x = value;
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for (int i = 0; i < chunk_get_count(); ++i) {
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Ref<Terrain2DChunk> c = chunk_get_index(i);
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if (!c.is_valid())
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continue;
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c->set_cell_size_x(_cell_size_x);
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}
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}
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int Terrain2DWorld::get_cell_size_y() const {
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return _cell_size_y;
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}
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void Terrain2DWorld::set_cell_size_y(const int value) {
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_cell_size_y = value;
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for (int i = 0; i < chunk_get_count(); ++i) {
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Ref<Terrain2DChunk> c = chunk_get_index(i);
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if (!c.is_valid())
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continue;
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c->set_cell_size_y(_cell_size_y);
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}
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}
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int Terrain2DWorld::get_chunk_spawn_range() const {
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return _chunk_spawn_range;
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}
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void Terrain2DWorld::set_chunk_spawn_range(const int value) {
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_chunk_spawn_range = value;
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}
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NodePath Terrain2DWorld::get_player_path() const {
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return _player_path;
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}
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void Terrain2DWorld::set_player_path(const NodePath &player_path) {
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_player_path = player_path;
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}
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Node2D *Terrain2DWorld::get_player() const {
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return _player;
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}
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void Terrain2DWorld::set_player(Node2D *player) {
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_player = player;
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}
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void Terrain2DWorld::set_player_bind(Node *player) {
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set_player(Object::cast_to<Node2D>(player));
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}
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Transform2D Terrain2DWorld::mesh_transform_terrain_get() {
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return _mesh_transform_terrain;
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}
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void Terrain2DWorld::mesh_transform_terrain_set(const Transform2D &value) {
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_mesh_transform_terrain = value;
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}
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Transform2D Terrain2DWorld::mesh_transform_wall_north_get() {
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return _mesh_transform_wall_north;
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}
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void Terrain2DWorld::mesh_transform_wall_north_set(const Transform2D &value) {
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_mesh_transform_wall_north = value;
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}
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Transform2D Terrain2DWorld::mesh_transform_wall_south_get() {
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return _mesh_transform_wall_south;
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}
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void Terrain2DWorld::mesh_transform_wall_south_set(const Transform2D &value) {
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_mesh_transform_wall_south = value;
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}
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Transform2D Terrain2DWorld::mesh_transform_wall_east_get() {
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return _mesh_transform_wall_east;
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}
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void Terrain2DWorld::mesh_transform_wall_east_set(const Transform2D &value) {
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_mesh_transform_wall_east = value;
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}
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Transform2D Terrain2DWorld::mesh_transform_wall_west_get() {
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return _mesh_transform_wall_west;
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}
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void Terrain2DWorld::mesh_transform_wall_west_set(const Transform2D &value) {
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_mesh_transform_wall_west = value;
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}
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Ref<Terrain2DWorldArea> Terrain2DWorld::world_area_get(const int index) const {
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ERR_FAIL_INDEX_V(index, _world_areas.size(), Ref<Terrain2DWorldArea>());
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return _world_areas.get(index);
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}
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void Terrain2DWorld::world_area_add(const Ref<Terrain2DWorldArea> &area) {
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_world_areas.push_back(area);
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}
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void Terrain2DWorld::world_area_remove(const int index) {
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ERR_FAIL_INDEX(index, _world_areas.size());
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_world_areas.VREMOVE(index);
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}
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void Terrain2DWorld::world_areas_clear() {
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_world_areas.clear();
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}
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int Terrain2DWorld::world_area_get_count() const {
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return _world_areas.size();
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}
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//Terra Structures
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Ref<Terrain2DStructure> Terrain2DWorld::voxel_structure_get(const int index) const {
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ERR_FAIL_INDEX_V(index, _voxel_structures.size(), Ref<Terrain2DStructure>());
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return _voxel_structures.get(index);
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}
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void Terrain2DWorld::voxel_structure_add(const Ref<Terrain2DStructure> &structure) {
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_voxel_structures.push_back(structure);
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}
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void Terrain2DWorld::voxel_structure_remove(const Ref<Terrain2DStructure> &structure) {
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if (!structure.is_valid())
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return;
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int index = _voxel_structures.find(structure);
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if (index != -1)
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_voxel_structures.VREMOVE(index);
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}
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void Terrain2DWorld::voxel_structure_remove_index(const int index) {
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ERR_FAIL_INDEX(index, _voxel_structures.size());
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_voxel_structures.VREMOVE(index);
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}
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void Terrain2DWorld::voxel_structures_clear() {
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_voxel_structures.clear();
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}
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int Terrain2DWorld::voxel_structure_get_count() const {
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return _voxel_structures.size();
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}
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void Terrain2DWorld::voxel_structure_add_at_position(Ref<Terrain2DStructure> structure, const Vector3 &world_position) {
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ERR_FAIL_COND(!structure.is_valid());
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structure->set_position_x(static_cast<int>(world_position.x / _cell_size_x));
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structure->set_position_y(static_cast<int>(world_position.z / _cell_size_y));
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voxel_structure_add(structure);
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}
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Vector<Variant> Terrain2DWorld::voxel_structures_get() {
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VARIANT_ARRAY_GET(_voxel_structures);
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}
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void Terrain2DWorld::voxel_structures_set(const Vector<Variant> &structures) {
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voxel_structures_clear();
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for (int i = 0; i < structures.size(); ++i) {
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Ref<Terrain2DLight> structure = Ref<Terrain2DLight>(structures[i]);
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voxel_structure_add(structure);
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}
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}
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void Terrain2DWorld::chunk_add(Ref<Terrain2DChunk> chunk, const int x, const int z) {
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ERR_FAIL_COND(!chunk.is_valid());
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ERR_FAIL_COND_MSG(chunk->get_voxel_world() != NULL && chunk->get_voxel_world() != this, "Chunk is already owned by an another world!");
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IntPos pos(x, z);
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//ERR_FAIL_COND(_chunks.has(pos));
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chunk->set_voxel_world(this);
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chunk->set_position(x, z);
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chunk->world_transform_changed();
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if (!_chunks.has(pos))
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_chunks.set(pos, chunk);
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if (_chunks_vector.find(chunk) == -1)
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_chunks_vector.push_back(chunk);
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if (is_inside_tree())
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chunk->enter_tree();
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if (has_method("_chunk_added")) {
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CALL(_chunk_added, chunk);
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}
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emit_signal("chunk_added", chunk);
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update();
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}
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bool Terrain2DWorld::chunk_has(const int x, const int z) const {
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return _chunks.has(IntPos(x, z));
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}
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Ref<Terrain2DChunk> Terrain2DWorld::chunk_get(const int x, const int z) {
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IntPos pos(x, z);
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if (_chunks.has(pos))
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return _chunks.get(pos);
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return Ref<Terrain2DChunk>();
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}
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Ref<Terrain2DChunk> Terrain2DWorld::chunk_remove(const int x, const int z) {
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IntPos pos(x, z);
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if (!_chunks.has(pos)) {
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return NULL;
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}
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Ref<Terrain2DChunk> chunk = _chunks.get(pos);
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chunk->exit_tree();
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for (int i = 0; i < _chunks_vector.size(); ++i) {
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if (_chunks_vector.get(i) == chunk) {
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_chunks_vector.VREMOVE(i);
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break;
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}
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}
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_generation_queue.erase(chunk);
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if (chunk->get_is_generating()) {
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chunk->cancel_build();
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}
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//never remove from this here
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//_generating.erase(chunk);
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_chunks.erase(pos);
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emit_signal("chunk_removed", chunk);
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update();
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return chunk;
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}
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Ref<Terrain2DChunk> Terrain2DWorld::chunk_remove_index(const int index) {
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ERR_FAIL_INDEX_V(index, _chunks_vector.size(), NULL);
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Ref<Terrain2DChunk> chunk = _chunks_vector.get(index);
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chunk->exit_tree();
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_chunks_vector.VREMOVE(index);
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_chunks.erase(IntPos(chunk->get_position_x(), chunk->get_position_y()));
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_generation_queue.erase(chunk);
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if (chunk->get_is_generating()) {
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chunk->cancel_build();
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}
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//never remove from this here
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//_generating.erase(chunk);
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emit_signal("chunk_removed", chunk);
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update();
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return chunk;
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}
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Ref<Terrain2DChunk> Terrain2DWorld::chunk_get_index(const int index) {
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ERR_FAIL_INDEX_V(index, _chunks_vector.size(), NULL);
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return _chunks_vector.get(index);
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}
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int Terrain2DWorld::chunk_get_count() const {
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return _chunks_vector.size();
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}
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void Terrain2DWorld::chunks_clear() {
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for (int i = 0; i < _chunks_vector.size(); ++i) {
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Ref<Terrain2DChunk> chunk = _chunks_vector.get(i);
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chunk->exit_tree();
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emit_signal("chunk_removed", chunk);
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}
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_chunks_vector.clear();
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_chunks.clear();
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_generation_queue.clear();
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for (int i = 0; i < _generating.size(); ++i) {
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Ref<Terrain2DChunk> chunk = _generating[i];
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if (chunk->get_is_generating()) {
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chunk->cancel_build();
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}
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}
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//never remove from this here
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//_generating.clear();
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update();
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}
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Ref<Terrain2DChunk> Terrain2DWorld::chunk_get_or_create(int x, int z) {
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Ref<Terrain2DChunk> chunk = chunk_get(x, z);
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if (!chunk.is_valid()) {
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chunk = chunk_create(x, z);
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}
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return chunk;
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}
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Ref<Terrain2DChunk> Terrain2DWorld::chunk_create(const int x, const int z) {
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Ref<Terrain2DChunk> c;
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GET_CALLP(Ref<Terrain2DChunk>, c, _create_chunk, x, z, Ref<Terrain2DChunk>());
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generation_queue_add_to(c);
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return c;
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}
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void Terrain2DWorld::chunk_setup(Ref<Terrain2DChunk> chunk) {
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ERR_FAIL_COND(!chunk.is_valid());
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#if VERSION_MAJOR < 4
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call("_create_chunk", chunk->get_position_x(), chunk->get_position_y(), chunk);
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#else
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Ref<Terrain2DChunk> c;
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GDVIRTUAL_CALL(_create_chunk, chunk->get_position_x(), chunk->get_position_y(), chunk, c);
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#endif
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}
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Ref<Terrain2DChunk> Terrain2DWorld::_create_chunk(const int x, const int y, Ref<Terrain2DChunk> chunk) {
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if (!chunk.is_valid()) {
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chunk.INSTANCE();
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}
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//no meshers here
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ERR_FAIL_COND_V(!chunk.is_valid(), NULL);
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chunk->set_name("Chunk[" + String::num(x) + "," + String::num(y) + "]");
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chunk->set_voxel_world(this);
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chunk->set_position(x, y);
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chunk->set_library(_library);
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chunk->set_cell_size_x(_cell_size_x);
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chunk->set_cell_size_y(_cell_size_y);
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//This way it can be changed per chunk (or for areas)
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chunk->mesh_transform_terrain_set(mesh_transform_terrain_get());
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chunk->mesh_transform_wall_north_set(mesh_transform_wall_north_get());
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chunk->mesh_transform_wall_south_set(mesh_transform_wall_south_get());
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chunk->mesh_transform_wall_east_set(mesh_transform_wall_east_get());
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chunk->mesh_transform_wall_west_set(mesh_transform_wall_west_get());
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chunk->set_size(_chunk_size_x, _chunk_size_y, _data_margin_start, _data_margin_end);
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//chunk->set_translation(Vector3(x * _chunk_size_x * _voxel_scale, y * _chunk_size_y * _voxel_scale, z * _chunk_size_z * _voxel_scale));
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if (!get_active()) {
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chunk->set_visible(false);
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}
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chunk_add(chunk, x, y);
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return chunk;
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}
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void Terrain2DWorld::chunk_generate(Ref<Terrain2DChunk> chunk) {
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ERR_FAIL_COND(!chunk.is_valid());
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if (has_method("_prepare_chunk_for_generation")) {
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CALL(_prepare_chunk_for_generation, chunk);
|
|
}
|
|
|
|
CALL(_generate_chunk, chunk);
|
|
|
|
chunk->build();
|
|
}
|
|
|
|
Vector<Variant> Terrain2DWorld::chunks_get() {
|
|
VARIANT_ARRAY_GET(_chunks_vector);
|
|
}
|
|
|
|
void Terrain2DWorld::chunks_set(const Vector<Variant> &chunks) {
|
|
if (is_inside_tree()) {
|
|
for (int i = 0; i < _chunks_vector.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = Ref<Terrain2DChunk>(_chunks_vector[i]);
|
|
|
|
if (chunks.find(chunk) == -1) {
|
|
chunk_remove_index(i);
|
|
_generation_queue.erase(chunk);
|
|
|
|
chunk->exit_tree();
|
|
|
|
if (chunk->get_is_generating()) {
|
|
chunk->cancel_build();
|
|
}
|
|
|
|
//never remove from this here
|
|
//_generating.erase(chunk);
|
|
|
|
--i;
|
|
}
|
|
}
|
|
|
|
//add the difference
|
|
for (int i = 0; i < chunks.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = Ref<Terrain2DChunk>(chunks[i]);
|
|
|
|
if (!chunk.is_valid())
|
|
continue;
|
|
|
|
if (_chunks_vector.find(chunk) != -1)
|
|
continue;
|
|
|
|
chunk_add(chunk, chunk->get_position_x(), chunk->get_position_y());
|
|
}
|
|
} else {
|
|
_chunks_vector.clear();
|
|
|
|
for (int i = 0; i < chunks.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = Ref<Terrain2DChunk>(chunks[i]);
|
|
|
|
_chunks_vector.push_back(chunk);
|
|
}
|
|
}
|
|
}
|
|
|
|
int Terrain2DWorld::_get_channel_index_info(const Terrain2DWorld::ChannelTypeInfo channel_type) {
|
|
return -1;
|
|
}
|
|
|
|
void Terrain2DWorld::_set_voxel_with_tool(const bool mode_add, const Vector2 hit_position, const int selected_voxel, const int isolevel) {
|
|
Vector2 pos = hit_position;
|
|
pos.x *= _cell_size_x;
|
|
pos.y *= _cell_size_y;
|
|
|
|
int channel_type = get_channel_index_info(Terrain2DWorld::CHANNEL_TYPE_INFO_TYPE);
|
|
int channel_isolevel = get_channel_index_info(Terrain2DWorld::CHANNEL_TYPE_INFO_ISOLEVEL);
|
|
|
|
if (channel_isolevel == -1) {
|
|
set_voxel_at_world_position(pos, selected_voxel, channel_type);
|
|
} else {
|
|
set_voxel_at_world_position(pos, selected_voxel, channel_type, false);
|
|
set_voxel_at_world_position(pos, isolevel, channel_isolevel);
|
|
}
|
|
}
|
|
|
|
bool Terrain2DWorld::can_chunk_do_build_step() {
|
|
if (_max_frame_chunk_build_steps == 0) {
|
|
return true;
|
|
}
|
|
|
|
return _num_frame_chunk_build_steps++ < _max_frame_chunk_build_steps;
|
|
}
|
|
|
|
bool Terrain2DWorld::is_position_walkable(const Vector2 &p_pos) {
|
|
int x = static_cast<int>(Math::floor(p_pos.x / (_chunk_size_x * _cell_size_x)));
|
|
int z = static_cast<int>(Math::floor(p_pos.y / (_chunk_size_y * _cell_size_y)));
|
|
|
|
Ref<Terrain2DChunk> c = chunk_get(x, z);
|
|
|
|
if (!c.is_valid())
|
|
return false;
|
|
|
|
return !c->get_is_generating();
|
|
}
|
|
|
|
void Terrain2DWorld::on_chunk_mesh_generation_finished(Ref<Terrain2DChunk> p_chunk) {
|
|
call_deferred("emit_signal", "chunk_mesh_generation_finished", p_chunk);
|
|
}
|
|
|
|
void Terrain2DWorld::generation_queue_add_to(const Ref<Terrain2DChunk> &chunk) {
|
|
ERR_FAIL_COND(!chunk.is_valid());
|
|
|
|
set_process_internal(true);
|
|
|
|
_generation_queue.push_back(chunk);
|
|
}
|
|
Ref<Terrain2DChunk> Terrain2DWorld::generation_queue_get_index(int index) {
|
|
ERR_FAIL_INDEX_V(index, _generation_queue.size(), NULL);
|
|
|
|
return _generation_queue.get(index);
|
|
}
|
|
void Terrain2DWorld::generation_queue_remove_index(int index) {
|
|
ERR_FAIL_INDEX(index, _generation_queue.size());
|
|
|
|
_generation_queue.VREMOVE(index);
|
|
}
|
|
int Terrain2DWorld::generation_queue_get_size() const {
|
|
return _generation_queue.size();
|
|
}
|
|
|
|
void Terrain2DWorld::generation_add_to(const Ref<Terrain2DChunk> &chunk) {
|
|
ERR_FAIL_COND(!chunk.is_valid());
|
|
|
|
_generating.push_back(chunk);
|
|
}
|
|
Ref<Terrain2DChunk> Terrain2DWorld::generation_get_index(const int index) {
|
|
ERR_FAIL_INDEX_V(index, _generating.size(), NULL);
|
|
|
|
return _generating.get(index);
|
|
}
|
|
void Terrain2DWorld::generation_remove_index(const int index) {
|
|
ERR_FAIL_INDEX(index, _generating.size());
|
|
|
|
_generating.VREMOVE(index);
|
|
}
|
|
int Terrain2DWorld::generation_get_size() const {
|
|
return _generating.size();
|
|
}
|
|
|
|
#if PROPS_2D_PRESENT
|
|
void Terrain2DWorld::prop_add(Transform transform, const Ref<Prop2DData> &prop, const bool apply_voxel_scale) {
|
|
//TODO
|
|
/*
|
|
ERR_FAIL_COND(!prop.is_valid());
|
|
|
|
if (apply_voxel_scale) {
|
|
transform = transform.scaled(Vector3(get_voxel_scale(), get_voxel_scale(), get_voxel_scale()));
|
|
}
|
|
|
|
Vector3 wp;
|
|
wp = transform.xform(wp);
|
|
Ref<Terrain2DChunk> chunk = get_or_create_chunk_at_world_position(wp);
|
|
|
|
chunk->prop_add(transform, prop);
|
|
|
|
int count = prop->get_prop_count();
|
|
for (int i = 0; i < count; ++i) {
|
|
Ref<Prop2DDataEntry> entry = prop->get_prop(i);
|
|
|
|
if (!entry.is_valid())
|
|
continue;
|
|
|
|
Transform t = transform * entry->get_transform();
|
|
|
|
wp = t.xform(Vector3());
|
|
chunk = get_or_create_chunk_at_world_position(wp);
|
|
|
|
Ref<Prop2DDataProp2D> prop_entry_data = entry;
|
|
|
|
if (prop_entry_data.is_valid()) {
|
|
Ref<Prop2DData> p = prop_entry_data->get_prop();
|
|
|
|
if (!p.is_valid())
|
|
continue;
|
|
|
|
prop_add(t, p, false);
|
|
|
|
continue;
|
|
}
|
|
|
|
Ref<Prop2DDataScene> scene_data = entry;
|
|
|
|
if (scene_data.is_valid()) {
|
|
Ref<PackedScene> sc = scene_data->get_scene();
|
|
|
|
if (!sc.is_valid())
|
|
continue;
|
|
|
|
Node *n = sc->INSTANCE();
|
|
add_child(n);
|
|
n->set_owner(this);
|
|
|
|
Spatial *sp = Object::cast_to<Spatial>(n);
|
|
|
|
if (sp) {
|
|
sp->set_transform(t);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
Ref<Prop2DDataLight> light_data = entry;
|
|
|
|
if (light_data.is_valid()) {
|
|
Ref<Terrain2DLight> light;
|
|
light.INSTANCE();
|
|
|
|
light->set_world_position(wp.x / get_voxel_scale(), wp.y / get_voxel_scale());
|
|
light->set_color(light_data->get_light_color());
|
|
light->set_size(light_data->get_light_size());
|
|
|
|
light_add(light);
|
|
|
|
continue;
|
|
}
|
|
|
|
#if MESH_DATA_RESOURCE_PRESENT
|
|
Ref<Prop2DDataMeshData> mesh_data = entry;
|
|
|
|
if (mesh_data.is_valid()) {
|
|
Ref<MeshDataResource> mdr = mesh_data->get_mesh();
|
|
|
|
if (!mdr.is_valid())
|
|
continue;
|
|
|
|
Transform chunk_local_tform = t;
|
|
|
|
chunk_local_tform.origin = chunk->to_local(chunk_local_tform.origin);
|
|
|
|
chunk->mesh_data_resource_add(chunk_local_tform, mdr, mesh_data->get_texture(), Color(1, 1, 1, 1), false);
|
|
|
|
continue;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
*/
|
|
}
|
|
#endif
|
|
|
|
//Lights
|
|
void Terrain2DWorld::light_add(const Ref<Terrain2DLight> &light) {
|
|
_lights.push_back(light);
|
|
|
|
for (int i = 0; i < _chunks_vector.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = _chunks_vector[i];
|
|
|
|
if (chunk.is_valid()) {
|
|
chunk->world_light_added(light);
|
|
}
|
|
}
|
|
}
|
|
Ref<Terrain2DLight> Terrain2DWorld::light_get(const int index) {
|
|
ERR_FAIL_INDEX_V(index, _lights.size(), Ref<Terrain2DLight>());
|
|
|
|
return _lights.get(index);
|
|
}
|
|
void Terrain2DWorld::light_remove(const int index) {
|
|
ERR_FAIL_INDEX(index, _lights.size());
|
|
|
|
Ref<Terrain2DLight> light = _lights[index];
|
|
|
|
for (int i = 0; i < _chunks_vector.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = _chunks_vector[i];
|
|
|
|
if (chunk.is_valid()) {
|
|
chunk->world_light_removed(light);
|
|
}
|
|
}
|
|
}
|
|
int Terrain2DWorld::light_get_count() const {
|
|
return _lights.size();
|
|
}
|
|
void Terrain2DWorld::lights_clear() {
|
|
for (int i = 0; i < _lights.size(); ++i) {
|
|
Ref<Terrain2DLight> light = _lights[i];
|
|
|
|
if (!light.is_valid())
|
|
continue;
|
|
|
|
for (int j = 0; j < _chunks_vector.size(); ++j) {
|
|
Ref<Terrain2DChunk> chunk = _chunks_vector[j];
|
|
|
|
if (chunk.is_valid()) {
|
|
chunk->world_light_removed(light);
|
|
}
|
|
}
|
|
}
|
|
|
|
_lights.clear();
|
|
}
|
|
|
|
Vector<Variant> Terrain2DWorld::lights_get() {
|
|
VARIANT_ARRAY_GET(_lights);
|
|
}
|
|
void Terrain2DWorld::lights_set(const Vector<Variant> &chunks) {
|
|
lights_clear();
|
|
|
|
for (int i = 0; i < chunks.size(); ++i) {
|
|
Ref<Terrain2DLight> light = Ref<Terrain2DLight>(chunks[i]);
|
|
|
|
light_add(light);
|
|
}
|
|
}
|
|
|
|
uint8_t Terrain2DWorld::get_voxel_at_world_position(const Vector2 &world_position, const int channel_index) {
|
|
Vector2 pos = world_position;
|
|
pos.x /= _cell_size_x;
|
|
pos.y /= _cell_size_y;
|
|
|
|
//Note: floor is needed to handle negative numbers properly
|
|
int x = static_cast<int>(Math::floor(pos.x / get_chunk_size_x()));
|
|
int y = static_cast<int>(Math::floor(pos.y / get_chunk_size_y()));
|
|
|
|
int bx = static_cast<int>(Math::floor(pos.x)) % get_chunk_size_x();
|
|
int by = static_cast<int>(Math::floor(pos.y)) % get_chunk_size_y();
|
|
|
|
if (bx < 0) {
|
|
bx += get_chunk_size_x();
|
|
}
|
|
|
|
if (by < 0) {
|
|
by += get_chunk_size_y();
|
|
}
|
|
|
|
Ref<Terrain2DChunk> chunk = chunk_get(x, y);
|
|
|
|
if (chunk.is_valid())
|
|
return chunk->get_voxel(bx, by, channel_index);
|
|
|
|
return 0;
|
|
}
|
|
|
|
void Terrain2DWorld::set_voxel_at_world_position(const Vector2 &world_position, const uint8_t data, const int channel_index, const bool rebuild) {
|
|
Vector2 pos = world_position;
|
|
pos.x /= _cell_size_x;
|
|
pos.y /= _cell_size_y;
|
|
|
|
//Note: floor is needed to handle negative numbers properly
|
|
int x = static_cast<int>(Math::floor(pos.x / get_chunk_size_x()));
|
|
int y = static_cast<int>(Math::floor(pos.y / get_chunk_size_y()));
|
|
|
|
int bx = static_cast<int>(Math::floor(pos.x)) % get_chunk_size_x();
|
|
int by = static_cast<int>(Math::floor(pos.y)) % get_chunk_size_y();
|
|
|
|
if (bx < 0) {
|
|
bx += get_chunk_size_x();
|
|
}
|
|
|
|
if (by < 0) {
|
|
by += get_chunk_size_y();
|
|
}
|
|
|
|
if (get_data_margin_end() > 0) {
|
|
if (bx == 0) {
|
|
Ref<Terrain2DChunk> chunk = chunk_get_or_create(x - 1, y);
|
|
chunk->set_voxel(data, get_chunk_size_x(), by, channel_index);
|
|
|
|
if (rebuild)
|
|
chunk->build();
|
|
}
|
|
|
|
if (by == 0) {
|
|
Ref<Terrain2DChunk> chunk = chunk_get_or_create(x, y - 1);
|
|
chunk->set_voxel(data, bx, get_chunk_size_y(), channel_index);
|
|
|
|
if (rebuild)
|
|
chunk->build();
|
|
}
|
|
}
|
|
|
|
if (get_data_margin_start() > 0) {
|
|
if (bx == get_chunk_size_x() - 1) {
|
|
Ref<Terrain2DChunk> chunk = chunk_get_or_create(x + 1, y);
|
|
chunk->set_voxel(data, -1, by, channel_index);
|
|
|
|
if (rebuild)
|
|
chunk->build();
|
|
}
|
|
|
|
if (by == get_chunk_size_y() - 1) {
|
|
Ref<Terrain2DChunk> chunk = chunk_get_or_create(x, y + 1);
|
|
chunk->set_voxel(data, bx, -1, channel_index);
|
|
|
|
if (rebuild)
|
|
chunk->build();
|
|
}
|
|
}
|
|
|
|
Ref<Terrain2DChunk> chunk = chunk_get_or_create(x, y);
|
|
chunk->set_voxel(data, bx, by, channel_index);
|
|
|
|
if (rebuild)
|
|
chunk->build();
|
|
}
|
|
|
|
Ref<Terrain2DChunk> Terrain2DWorld::get_chunk_at_world_position(const Vector2 &world_position) {
|
|
Vector2 pos = world_position;
|
|
pos.x /= _cell_size_x;
|
|
pos.y /= _cell_size_y;
|
|
|
|
//Note: floor is needed to handle negative numbers proiberly
|
|
int x = static_cast<int>(Math::floor(pos.x / get_chunk_size_x()));
|
|
int y = static_cast<int>(Math::floor(pos.y / get_chunk_size_y()));
|
|
|
|
return chunk_get(x, y);
|
|
}
|
|
Ref<Terrain2DChunk> Terrain2DWorld::get_or_create_chunk_at_world_position(const Vector2 &world_position) {
|
|
Vector2 pos = world_position;
|
|
pos.x /= _cell_size_x;
|
|
pos.y /= _cell_size_y;
|
|
|
|
//Note: floor is needed to handle negative numbers proiberly
|
|
int x = static_cast<int>(Math::floor(pos.x / get_chunk_size_x()));
|
|
int z = static_cast<int>(Math::floor(pos.y / get_chunk_size_y()));
|
|
|
|
return chunk_get_or_create(x, z);
|
|
}
|
|
|
|
void Terrain2DWorld::set_voxel_with_tool(const bool mode_add, const Vector2 hit_position, const int selected_voxel, const int isolevel) {
|
|
CALL(_set_voxel_with_tool, mode_add, hit_position, selected_voxel, isolevel);
|
|
}
|
|
|
|
int Terrain2DWorld::get_channel_index_info(const Terrain2DWorld::ChannelTypeInfo channel_type) {
|
|
RETURN_CALLP(int, _get_channel_index_info, channel_type);
|
|
}
|
|
|
|
Terrain2DWorld::Terrain2DWorld() {
|
|
_active = true;
|
|
_editable = false;
|
|
|
|
_is_priority_generation = true;
|
|
_max_concurrent_generations = 3;
|
|
|
|
_chunk_size_x = 16;
|
|
_chunk_size_y = 16;
|
|
_current_seed = 0;
|
|
_data_margin_start = 0;
|
|
_data_margin_end = 0;
|
|
|
|
_cell_size_x = 32;
|
|
_cell_size_y = 32;
|
|
_chunk_spawn_range = 4;
|
|
|
|
_player = NULL;
|
|
_max_frame_chunk_build_steps = 0;
|
|
_num_frame_chunk_build_steps = 0;
|
|
}
|
|
|
|
Terrain2DWorld ::~Terrain2DWorld() {
|
|
_chunks.clear();
|
|
_chunks_vector.clear();
|
|
_world_areas.clear();
|
|
_voxel_structures.clear();
|
|
|
|
_library.unref();
|
|
_level_generator.unref();
|
|
|
|
_player = NULL;
|
|
|
|
_generation_queue.clear();
|
|
_generating.clear();
|
|
|
|
_lights.clear();
|
|
}
|
|
|
|
void Terrain2DWorld::_draw() {
|
|
for (int i = 0; i < _chunks_vector.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = _chunks_vector[i];
|
|
|
|
ERR_CONTINUE(!chunk.is_valid());
|
|
|
|
if (chunk->get_visible()) {
|
|
chunk->draw();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Terrain2DWorld::_generate_chunk(Ref<Terrain2DChunk> chunk) {
|
|
ERR_FAIL_COND(!chunk.is_valid());
|
|
|
|
if (_level_generator.is_valid())
|
|
_level_generator->generate_chunk(chunk);
|
|
|
|
for (int i = 0; i < _voxel_structures.size(); ++i) {
|
|
Ref<Terrain2DStructure> structure = _voxel_structures.get(i);
|
|
|
|
if (!structure.is_valid())
|
|
continue;
|
|
|
|
if (structure->get_use_rect()) {
|
|
if (structure->get_chunk_rect().has_point(Vector2(chunk->get_position_x(), chunk->get_position_y())))
|
|
structure->write_to_chunk(chunk);
|
|
} else {
|
|
structure->write_to_chunk(chunk);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Terrain2DWorld::_notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_ENTER_TREE: {
|
|
set_player_bind(get_node_or_null(get_player_path()));
|
|
|
|
set_process_internal(true);
|
|
set_physics_process_internal(true);
|
|
set_notify_transform(true);
|
|
|
|
if (_library.is_valid())
|
|
_library->refresh_rects();
|
|
|
|
for (int i = 0; i < _chunks_vector.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = _chunks_vector[i];
|
|
|
|
if (chunk.is_valid()) {
|
|
chunk_setup(chunk);
|
|
|
|
chunk->build();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case NOTIFICATION_INTERNAL_PROCESS: {
|
|
_num_frame_chunk_build_steps = 0;
|
|
|
|
for (int i = 0; i < _chunks_vector.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = _chunks_vector[i];
|
|
|
|
ERR_CONTINUE(!chunk.is_valid());
|
|
|
|
if (chunk->get_process()) {
|
|
chunk->process(get_process_delta_time());
|
|
}
|
|
|
|
if (chunk->get_is_generating()) {
|
|
chunk->generation_process(get_process_delta_time());
|
|
}
|
|
}
|
|
|
|
#if VERSION_MAJOR > 3
|
|
if (_is_priority_generation && _generation_queue.is_empty() && _generating.is_empty()) {
|
|
#else
|
|
if (_is_priority_generation && _generation_queue.empty() && _generating.empty()) {
|
|
#endif
|
|
_is_priority_generation = false;
|
|
|
|
CALL(_generation_finished);
|
|
|
|
emit_signal("generation_finished");
|
|
update();
|
|
|
|
return;
|
|
}
|
|
|
|
bool needs_update = false;
|
|
for (int i = 0; i < _generating.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = _generating.get(i);
|
|
|
|
if (!chunk.is_valid()) {
|
|
_generating.VREMOVE(i);
|
|
--i;
|
|
continue;
|
|
}
|
|
|
|
if (!chunk->get_is_generating()) {
|
|
_generating.VREMOVE(i);
|
|
--i;
|
|
needs_update = true;
|
|
continue;
|
|
}
|
|
|
|
if (chunk->is_build_aborted() && chunk->is_safe_to_delete()) {
|
|
_generating.VREMOVE(i);
|
|
--i;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (needs_update) {
|
|
update();
|
|
}
|
|
|
|
if (_generating.size() >= _max_concurrent_generations)
|
|
return;
|
|
|
|
if (_generation_queue.size() == 0)
|
|
return;
|
|
|
|
while (_generating.size() < _max_concurrent_generations && _generation_queue.size() != 0) {
|
|
Ref<Terrain2DChunk> chunk = _generation_queue.get(0);
|
|
_generation_queue.VREMOVE(0);
|
|
|
|
ERR_FAIL_COND(!chunk.is_valid());
|
|
|
|
_generating.push_back(chunk);
|
|
|
|
chunk_generate(chunk);
|
|
}
|
|
break;
|
|
}
|
|
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
|
|
for (int i = 0; i < _chunks_vector.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = _chunks_vector[i];
|
|
|
|
ERR_CONTINUE(!chunk.is_valid());
|
|
|
|
if (chunk->get_process()) {
|
|
chunk->physics_process(get_physics_process_delta_time());
|
|
}
|
|
|
|
if (chunk->get_is_generating()) {
|
|
chunk->generation_physics_process(get_physics_process_delta_time());
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case NOTIFICATION_EXIT_TREE: {
|
|
for (int i = 0; i < _chunks_vector.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = _chunks_vector[i];
|
|
|
|
if (chunk.is_valid()) {
|
|
if (chunk->get_voxel_world() == this) {
|
|
chunk->exit_tree();
|
|
chunk->set_voxel_world(NULL);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case NOTIFICATION_TRANSFORM_CHANGED: {
|
|
for (int i = 0; i < _chunks_vector.size(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = _chunks_vector[i];
|
|
|
|
if (chunk.is_valid()) {
|
|
chunk->world_transform_changed();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case NOTIFICATION_DRAW: {
|
|
call("_draw");
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void Terrain2DWorld::_bind_methods() {
|
|
ADD_SIGNAL(MethodInfo("chunk_mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
|
|
ADD_SIGNAL(MethodInfo("chunk_added", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
|
|
ADD_SIGNAL(MethodInfo("chunk_removed", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
|
|
|
|
ClassDB::bind_method(D_METHOD("get_active"), &Terrain2DWorld::get_active);
|
|
ClassDB::bind_method(D_METHOD("set_active", "value"), &Terrain2DWorld::set_active);
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "get_active");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_editable"), &Terrain2DWorld::get_editable);
|
|
ClassDB::bind_method(D_METHOD("set_editable", "value"), &Terrain2DWorld::set_editable);
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editable"), "set_editable", "get_editable");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_chunk_size_x"), &Terrain2DWorld::get_chunk_size_x);
|
|
ClassDB::bind_method(D_METHOD("set_chunk_size_x", "value"), &Terrain2DWorld::set_chunk_size_x);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_x"), "set_chunk_size_x", "get_chunk_size_x");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_chunk_size_y"), &Terrain2DWorld::get_chunk_size_y);
|
|
ClassDB::bind_method(D_METHOD("set_chunk_size_y", "value"), &Terrain2DWorld::set_chunk_size_y);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_y"), "set_chunk_size_y", "get_chunk_size_y");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_data_margin_start"), &Terrain2DWorld::get_data_margin_start);
|
|
ClassDB::bind_method(D_METHOD("set_data_margin_start", "value"), &Terrain2DWorld::set_data_margin_start);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "data_margin_start"), "set_data_margin_start", "get_data_margin_start");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_data_margin_end"), &Terrain2DWorld::get_data_margin_end);
|
|
ClassDB::bind_method(D_METHOD("set_data_margin_end", "value"), &Terrain2DWorld::set_data_margin_end);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "data_margin_end"), "set_data_margin_end", "get_data_margin_end");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_max_concurrent_generations"), &Terrain2DWorld::get_max_concurrent_generations);
|
|
ClassDB::bind_method(D_METHOD("set_max_concurrent_generations", "height"), &Terrain2DWorld::set_max_concurrent_generations);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_concurrent_generations"), "set_max_concurrent_generations", "get_max_concurrent_generations");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_current_seed"), &Terrain2DWorld::get_current_seed);
|
|
ClassDB::bind_method(D_METHOD("set_current_seed", "value"), &Terrain2DWorld::set_current_seed);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "current_seed"), "set_current_seed", "get_current_seed");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_library"), &Terrain2DWorld::get_library);
|
|
ClassDB::bind_method(D_METHOD("set_library", "library"), &Terrain2DWorld::set_library);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DLibrary"), "set_library", "get_library");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_level_generator"), &Terrain2DWorld::get_level_generator);
|
|
ClassDB::bind_method(D_METHOD("set_level_generator", "level_generator"), &Terrain2DWorld::set_level_generator);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "level_generator", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DLevelGenerator"), "set_level_generator", "get_level_generator");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_cell_size_x"), &Terrain2DWorld::get_cell_size_x);
|
|
ClassDB::bind_method(D_METHOD("set_cell_size_x", "value"), &Terrain2DWorld::set_cell_size_x);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_size_x"), "set_cell_size_x", "get_cell_size_x");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_cell_size_y"), &Terrain2DWorld::get_cell_size_y);
|
|
ClassDB::bind_method(D_METHOD("set_cell_size_y", "value"), &Terrain2DWorld::set_cell_size_y);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_size_y"), "set_cell_size_y", "get_cell_size_y");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_chunk_spawn_range"), &Terrain2DWorld::get_chunk_spawn_range);
|
|
ClassDB::bind_method(D_METHOD("set_chunk_spawn_range", "value"), &Terrain2DWorld::set_chunk_spawn_range);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_spawn_range"), "set_chunk_spawn_range", "get_chunk_spawn_range");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_player_path"), &Terrain2DWorld::get_player_path);
|
|
ClassDB::bind_method(D_METHOD("set_player_path", "value"), &Terrain2DWorld::set_player_path);
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "player_path"), "set_player_path", "get_player_path");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_player"), &Terrain2DWorld::get_player);
|
|
ClassDB::bind_method(D_METHOD("set_player", "player"), &Terrain2DWorld::set_player_bind);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "player", PROPERTY_HINT_RESOURCE_TYPE, "node2D", 0), "set_player", "get_player");
|
|
|
|
ADD_GROUP("Mesh Transforms", "mesh_transform");
|
|
ClassDB::bind_method(D_METHOD("mesh_transform_terrain_get"), &Terrain2DWorld::mesh_transform_terrain_get);
|
|
ClassDB::bind_method(D_METHOD("mesh_transform_terrain_set", "player"), &Terrain2DWorld::mesh_transform_terrain_set);
|
|
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform_terrain"), "mesh_transform_terrain_set", "mesh_transform_terrain_get");
|
|
|
|
ClassDB::bind_method(D_METHOD("mesh_transform_wall_north_get"), &Terrain2DWorld::mesh_transform_wall_north_get);
|
|
ClassDB::bind_method(D_METHOD("mesh_transform_wall_north_set", "player"), &Terrain2DWorld::mesh_transform_wall_north_set);
|
|
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform_wall_north"), "mesh_transform_wall_north_set", "mesh_transform_wall_north_get");
|
|
|
|
ClassDB::bind_method(D_METHOD("mesh_transform_wall_south_get"), &Terrain2DWorld::mesh_transform_wall_south_get);
|
|
ClassDB::bind_method(D_METHOD("mesh_transform_wall_south_set", "player"), &Terrain2DWorld::mesh_transform_wall_south_set);
|
|
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform_wall_south"), "mesh_transform_wall_south_set", "mesh_transform_wall_south_get");
|
|
|
|
ClassDB::bind_method(D_METHOD("mesh_transform_wall_east_get"), &Terrain2DWorld::mesh_transform_wall_east_get);
|
|
ClassDB::bind_method(D_METHOD("mesh_transform_wall_east_set", "player"), &Terrain2DWorld::mesh_transform_wall_east_set);
|
|
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform_wall_east"), "mesh_transform_wall_east_set", "mesh_transform_wall_east_get");
|
|
|
|
ClassDB::bind_method(D_METHOD("mesh_transform_wall_west_get"), &Terrain2DWorld::mesh_transform_wall_west_get);
|
|
ClassDB::bind_method(D_METHOD("mesh_transform_wall_west_set", "player"), &Terrain2DWorld::mesh_transform_wall_west_set);
|
|
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform_wall_west"), "mesh_transform_wall_west_set", "mesh_transform_wall_west_get");
|
|
|
|
ClassDB::bind_method(D_METHOD("world_area_get", "index"), &Terrain2DWorld::world_area_get);
|
|
ClassDB::bind_method(D_METHOD("world_area_add", "area"), &Terrain2DWorld::world_area_add);
|
|
ClassDB::bind_method(D_METHOD("world_area_remove", "index"), &Terrain2DWorld::world_area_remove);
|
|
ClassDB::bind_method(D_METHOD("world_areas_clear"), &Terrain2DWorld::world_areas_clear);
|
|
ClassDB::bind_method(D_METHOD("world_area_get_count"), &Terrain2DWorld::world_area_get_count);
|
|
|
|
ClassDB::bind_method(D_METHOD("voxel_structure_get", "index"), &Terrain2DWorld::voxel_structure_get);
|
|
ClassDB::bind_method(D_METHOD("voxel_structure_add", "structure"), &Terrain2DWorld::voxel_structure_add);
|
|
ClassDB::bind_method(D_METHOD("voxel_structure_remove", "structure"), &Terrain2DWorld::voxel_structure_remove);
|
|
ClassDB::bind_method(D_METHOD("voxel_structure_remove_index", "index"), &Terrain2DWorld::voxel_structure_remove_index);
|
|
ClassDB::bind_method(D_METHOD("voxel_structures_clear"), &Terrain2DWorld::voxel_structures_clear);
|
|
ClassDB::bind_method(D_METHOD("voxel_structure_get_count"), &Terrain2DWorld::voxel_structure_get_count);
|
|
ClassDB::bind_method(D_METHOD("voxel_structure_add_at_position", "structure", "world_position"), &Terrain2DWorld::voxel_structure_add_at_position);
|
|
|
|
ClassDB::bind_method(D_METHOD("voxel_structures_get"), &Terrain2DWorld::voxel_structures_get);
|
|
ClassDB::bind_method(D_METHOD("voxel_structures_set"), &Terrain2DWorld::voxel_structures_set);
|
|
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "voxel_structures", PROPERTY_HINT_NONE, "17/17:Terrain2DStructure", PROPERTY_USAGE_DEFAULT, "Terrain2DStructure"), "voxel_structures_set", "voxel_structures_get");
|
|
|
|
#if VERSION_MAJOR < 4
|
|
//BIND_VMETHOD(MethodInfo("_chunk_added", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
|
|
#else
|
|
GDVIRTUAL_BIND(_chunk_added, "chunk");
|
|
#endif
|
|
|
|
ClassDB::bind_method(D_METHOD("chunk_add", "chunk", "x", "y"), &Terrain2DWorld::chunk_add);
|
|
ClassDB::bind_method(D_METHOD("chunk_has", "x", "y"), &Terrain2DWorld::chunk_has);
|
|
ClassDB::bind_method(D_METHOD("chunk_get", "x", "y"), &Terrain2DWorld::chunk_get);
|
|
ClassDB::bind_method(D_METHOD("chunk_remove", "x", "y"), &Terrain2DWorld::chunk_remove);
|
|
ClassDB::bind_method(D_METHOD("chunk_remove_index", "index"), &Terrain2DWorld::chunk_remove_index);
|
|
|
|
ClassDB::bind_method(D_METHOD("chunk_get_index", "index"), &Terrain2DWorld::chunk_get_index);
|
|
ClassDB::bind_method(D_METHOD("chunk_get_count"), &Terrain2DWorld::chunk_get_count);
|
|
|
|
ClassDB::bind_method(D_METHOD("chunks_clear"), &Terrain2DWorld::chunks_clear);
|
|
|
|
ClassDB::bind_method(D_METHOD("chunks_get"), &Terrain2DWorld::chunks_get);
|
|
ClassDB::bind_method(D_METHOD("chunks_set"), &Terrain2DWorld::chunks_set);
|
|
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "chunks", PROPERTY_HINT_NONE, "17/17:Terrain2DChunk", PROPERTY_USAGE_DEFAULT, "Terrain2DChunk"), "chunks_set", "chunks_get");
|
|
|
|
ClassDB::bind_method(D_METHOD("generation_queue_add_to", "chunk"), &Terrain2DWorld::generation_queue_add_to);
|
|
ClassDB::bind_method(D_METHOD("generation_queue_get_index", "index"), &Terrain2DWorld::generation_queue_get_index);
|
|
ClassDB::bind_method(D_METHOD("generation_queue_remove_index", "index"), &Terrain2DWorld::generation_queue_remove_index);
|
|
ClassDB::bind_method(D_METHOD("generation_queue_get_size"), &Terrain2DWorld::generation_queue_get_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("generation_add_to", "chunk"), &Terrain2DWorld::generation_add_to);
|
|
ClassDB::bind_method(D_METHOD("generation_get_index", "index"), &Terrain2DWorld::generation_get_index);
|
|
ClassDB::bind_method(D_METHOD("generation_remove_index", "index"), &Terrain2DWorld::generation_remove_index);
|
|
ClassDB::bind_method(D_METHOD("generation_get_size"), &Terrain2DWorld::generation_get_size);
|
|
|
|
ADD_SIGNAL(MethodInfo("generation_finished"));
|
|
|
|
#if VERSION_MAJOR < 4
|
|
//BIND_VMETHOD(MethodInfo("_generation_finished"));
|
|
|
|
//BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk"), "_create_chunk", PropertyInfo(Variant::INT, "x"), PropertyInfo(Variant::INT, "y"), PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
|
|
//BIND_VMETHOD(MethodInfo("_prepare_chunk_for_generation", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
|
|
//BIND_VMETHOD(MethodInfo("_generate_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
|
|
#else
|
|
GDVIRTUAL_BIND(_generation_finished);
|
|
GDVIRTUAL_BIND(_create_chunk, "chunk", "x", "y", "chunk", "ret");
|
|
GDVIRTUAL_BIND(_prepare_chunk_for_generation, "chunk");
|
|
GDVIRTUAL_BIND(_generate_chunk, "chunk");
|
|
#endif
|
|
|
|
ClassDB::bind_method(D_METHOD("chunk_get_or_create", "x", "y"), &Terrain2DWorld::chunk_get_or_create);
|
|
ClassDB::bind_method(D_METHOD("chunk_create", "x", "y"), &Terrain2DWorld::chunk_create);
|
|
ClassDB::bind_method(D_METHOD("chunk_setup", "chunk"), &Terrain2DWorld::chunk_setup);
|
|
|
|
ClassDB::bind_method(D_METHOD("_create_chunk", "x", "y", "chunk"), &Terrain2DWorld::_create_chunk);
|
|
ClassDB::bind_method(D_METHOD("_generate_chunk", "chunk"), &Terrain2DWorld::_generate_chunk);
|
|
|
|
ClassDB::bind_method(D_METHOD("can_chunk_do_build_step"), &Terrain2DWorld::can_chunk_do_build_step);
|
|
ClassDB::bind_method(D_METHOD("is_position_walkable", "position"), &Terrain2DWorld::is_position_walkable);
|
|
ClassDB::bind_method(D_METHOD("on_chunk_mesh_generation_finished", "chunk"), &Terrain2DWorld::on_chunk_mesh_generation_finished);
|
|
|
|
#if PROPS_2D_PRESENT
|
|
ClassDB::bind_method(D_METHOD("prop_add", "transform", "prop", "apply_voxel_scale"), &Terrain2DWorld::prop_add, DEFVAL(true));
|
|
#endif
|
|
|
|
//Lights
|
|
ClassDB::bind_method(D_METHOD("light_add", "light"), &Terrain2DWorld::light_add);
|
|
ClassDB::bind_method(D_METHOD("light_get", "index"), &Terrain2DWorld::light_get);
|
|
ClassDB::bind_method(D_METHOD("light_remove", "index"), &Terrain2DWorld::light_remove);
|
|
ClassDB::bind_method(D_METHOD("light_get_count"), &Terrain2DWorld::light_get_count);
|
|
ClassDB::bind_method(D_METHOD("lights_clear"), &Terrain2DWorld::lights_clear);
|
|
|
|
ClassDB::bind_method(D_METHOD("lights_get"), &Terrain2DWorld::lights_get);
|
|
ClassDB::bind_method(D_METHOD("lights_set", "chunks"), &Terrain2DWorld::lights_set);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_voxel_at_world_position", "world_position", "channel_index"), &Terrain2DWorld::get_voxel_at_world_position);
|
|
ClassDB::bind_method(D_METHOD("set_voxel_at_world_position", "world_position", "data", "channel_index", "rebuild"), &Terrain2DWorld::set_voxel_at_world_position, DEFVAL(true));
|
|
ClassDB::bind_method(D_METHOD("get_chunk_at_world_position", "world_position"), &Terrain2DWorld::get_chunk_at_world_position);
|
|
ClassDB::bind_method(D_METHOD("get_or_create_chunk_at_world_position", "world_position"), &Terrain2DWorld::get_or_create_chunk_at_world_position);
|
|
|
|
#if VERSION_MAJOR < 4
|
|
//BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::INT, "ret"), "_get_channel_index_info", PropertyInfo(Variant::INT, "channel_type", PROPERTY_HINT_ENUM, BINDING_STRING_CHANNEL_TYPE_INFO)));
|
|
#else
|
|
GDVIRTUAL_BIND(_get_channel_index_info, "channel_type", "ret");
|
|
#endif
|
|
|
|
ClassDB::bind_method(D_METHOD("get_channel_index_info", "channel_type"), &Terrain2DWorld::get_channel_index_info);
|
|
ClassDB::bind_method(D_METHOD("_get_channel_index_info", "channel_type"), &Terrain2DWorld::_get_channel_index_info);
|
|
|
|
#if VERSION_MAJOR < 4
|
|
//BIND_VMETHOD(MethodInfo("_set_voxel_with_tool",
|
|
PropertyInfo(Variant::BOOL, "mode_add"),
|
|
PropertyInfo(Variant::VECTOR2, "hit_position"),
|
|
PropertyInfo(Variant::INT, "selected_voxel"),
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PropertyInfo(Variant::INT, "isolevel")));
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#else
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GDVIRTUAL_BIND(_set_voxel_with_tool, "mode_add", "hit_position", "selected_voxel", "isolevel");
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#endif
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ClassDB::bind_method(D_METHOD("set_voxel_with_tool", "mode_add", "hit_position", "selected_voxel", "isolevel"), &Terrain2DWorld::set_voxel_with_tool);
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ClassDB::bind_method(D_METHOD("_set_voxel_with_tool", "mode_add", "hit_position", "selected_voxel", "isolevel"), &Terrain2DWorld::_set_voxel_with_tool);
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//BIND_VMETHOD(MethodInfo("_draw"));
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ClassDB::bind_method(D_METHOD("_draw"), &Terrain2DWorld::_draw);
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BIND_ENUM_CONSTANT(CHANNEL_TYPE_INFO_TYPE);
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BIND_ENUM_CONSTANT(CHANNEL_TYPE_INFO_ISOLEVEL);
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BIND_ENUM_CONSTANT(CHANNEL_TYPE_INFO_LIQUID_FLOW);
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BIND_CONSTANT(NOTIFICATION_ACTIVE_STATE_CHANGED);
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}
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