voxelman/world/voxel_chunk.cpp

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#include "voxel_chunk.h"
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#include "voxel_world.h"
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int VoxelChunk::get_chunk_position_x() {
return _chunk_position.x;
}
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void VoxelChunk::set_chunk_position_x(int value) {
_chunk_position.x = value;
}
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int VoxelChunk::get_chunk_position_y() {
return _chunk_position.y;
}
void VoxelChunk::set_chunk_position_y(int value) {
_chunk_position.y = value;
}
int VoxelChunk::get_chunk_position_z() {
return _chunk_position.z;
}
void VoxelChunk::set_chunk_position_z(int value) {
_chunk_position.z = value;
}
Vector3i VoxelChunk::get_chunk_position() const {
return _chunk_position;
}
void VoxelChunk::set_chunk_position(int x, int y, int z) {
_chunk_position.x = x;
_chunk_position.y = y;
_chunk_position.z = z;
}
int VoxelChunk::get_chunk_size_x() {
return _chunk_size.x;
}
void VoxelChunk::set_chunk_size_x(int value) {
_chunk_size.x = value;
}
int VoxelChunk::get_chunk_size_y() {
return _chunk_size.y;
}
void VoxelChunk::set_chunk_size_y(int value) {
_chunk_size.y = value;
}
int VoxelChunk::get_chunk_size_z() {
return _chunk_size.z;
}
void VoxelChunk::set_chunk_size_z(int value) {
_chunk_size.z = value;
}
Vector3i VoxelChunk::get_chunk_size() const {
return _chunk_size;
}
void VoxelChunk::set_chunk_size(int x, int y, int z) {
_chunk_size.x = x;
_chunk_size.y = y;
_chunk_size.z = z;
}
Ref<VoxelmanLibrary> VoxelChunk::get_library() {
return _library;
}
void VoxelChunk::set_library(Ref<VoxelmanLibrary> value) {
_library = value;
}
int VoxelChunk::get_lod_size() const {
return _lod_size;
}
void VoxelChunk::set_lod_size(const int lod_size) {
_lod_size = lod_size;
if (_mesher.is_valid()) {
_mesher->set_lod_size(_lod_size);
}
}
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float VoxelChunk::get_voxel_scale() const {
return _voxel_scale;
}
void VoxelChunk::set_voxel_scale(float value) {
_voxel_scale = value;
if (_mesher.is_valid()) {
_mesher->set_voxel_scale(_voxel_scale);
}
}
int VoxelChunk::get_current_build_phase() {
return _current_build_phase;
}
void VoxelChunk::set_current_build_phase(int value) {
_current_build_phase = value;
}
Ref<VoxelMesher> VoxelChunk::get_mesher() const {
return _mesher;
}
void VoxelChunk::set_mesher(Ref<VoxelMesher> mesher) {
_mesher = mesher;
}
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VoxelWorld *VoxelChunk::get_voxel_world() const {
return _voxel_world;
}
void VoxelChunk::set_voxel_world(VoxelWorld *world) {
_voxel_world = world;
}
void VoxelChunk::set_voxel_world_bind(Node *world) {
if (world == NULL) {
_voxel_world = NULL;
return;
}
_voxel_world = Object::cast_to<VoxelWorld>(world);
}
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bool VoxelChunk::get_create_collider() const {
return _create_collider;
}
void VoxelChunk::set_create_collider(bool value) {
_create_collider = value;
}
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bool VoxelChunk::get_bake_lights() const {
return _bake_lights;
}
void VoxelChunk::set_bake_lights(bool value) {
_bake_lights = value;
}
Ref<VoxelBuffer> VoxelChunk::get_buffer() const {
return _buffer;
}
RID VoxelChunk::get_mesh_rid() {
return _mesh_rid;
}
RID VoxelChunk::get_mesh_instance_rid() {
return _mesh_instance_rid;
}
RID VoxelChunk::get_shape_rid() {
return _shape_rid;
}
RID VoxelChunk::get_body_rid() {
return _body_rid;
}
RID VoxelChunk::get_prop_mesh_rid() {
return _prop_mesh_rid;
}
RID VoxelChunk::get_prop_mesh_instance_rid() {
return _prop_mesh_instance_rid;
}
RID VoxelChunk::get_prop_shape_rid() {
return _prop_shape_rid;
}
RID VoxelChunk::get_prop_body_rid() {
return _prop_body_rid;
}
void VoxelChunk::create_mesher() {
call("_create_mesher");
ERR_FAIL_COND(!_mesher.is_valid());
_mesher->set_lod_size(get_lod_size());
_mesher->set_voxel_scale(get_voxel_scale());
}
void VoxelChunk::_create_mesher() {
_mesher = Ref<VoxelMesher>(memnew(VoxelMesherCubic()));
}
void VoxelChunk::finalize_mesh() {
_mesher->set_library(_library);
if (_mesh_rid == RID()) {
allocate_main_mesh();
}
get_mesher()->build_mesh(_mesh_rid);
}
void VoxelChunk::build() {
if (_current_build_phase == BUILD_PHASE_DONE) {
next_phase();
}
}
void VoxelChunk::build_phase(int phase) {
call("_build_phase", phase);
}
void VoxelChunk::_build_phase(int phase) {
ERR_FAIL_COND(!_library.is_valid());
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switch (phase) {
case BUILD_PHASE_DONE:
return;
case BUILD_PHASE_SETUP: {
if (!_mesher.is_valid()) {
create_mesher();
}
_mesher->set_library(_library);
_mesher->reset();
next_phase();
return;
}
case BUILD_PHASE_TERRARIN_MESH_SETUP: {
if (has_method("_create_mesh")) {
call("_create_mesh");
} else {
_mesher->add_buffer(_buffer);
}
//finalize_mesh();
next_phase();
return;
}
case BUILD_PHASE_TERRARIN_MESH_COLLIDER: {
if (get_create_collider()) {
build_collider();
}
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next_phase();
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return;
}
case BUILD_PHASE_TERRARIN_MESH: {
_mesher->bake_colors(_buffer);
finalize_mesh();
next_phase();
return;
}
case BUILD_PHASE_PROP_MESH: {
_mesher->reset();
if (_props.size() > 0) {
process_props();
build_prop_meshes();
}
next_phase();
return;
}
case BUILD_PHASE_PROP_COLLIDER: {
if (_props.size() > 0) {
if (get_create_collider()) {
build_prop_collider();
}
}
_mesher->reset();
next_phase();
return;
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}
}
next_phase();
}
void VoxelChunk::next_phase() {
++_current_build_phase;
if (_current_build_phase >= BUILD_PHASE_MAX) {
_current_build_phase = BUILD_PHASE_DONE;
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emit_signal("mesh_generation_finished", this);
return;
}
build_phase(_current_build_phase);
}
void VoxelChunk::clear() {
_voxel_lights.clear();
}
void VoxelChunk::create_colliders() {
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ERR_FAIL_COND(_voxel_world == NULL);
_shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
_body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
PhysicsServer::get_singleton()->body_set_collision_layer(_body_rid, 1);
PhysicsServer::get_singleton()->body_set_collision_mask(_body_rid, 1);
PhysicsServer::get_singleton()->body_add_shape(_body_rid, _shape_rid);
PhysicsServer::get_singleton()->body_set_state(_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
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PhysicsServer::get_singleton()->body_set_space(_body_rid, get_voxel_world()->get_world()->get_space());
}
void VoxelChunk::build_collider() {
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if (_body_rid == RID()) {
create_colliders();
}
_mesher->build_collider(_shape_rid);
}
void VoxelChunk::remove_colliders() {
if (_body_rid != RID()) {
PhysicsServer::get_singleton()->free(_body_rid);
PhysicsServer::get_singleton()->free(_shape_rid);
_body_rid = RID();
_shape_rid = RID();
}
}
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void VoxelChunk::add_lights(Array lights) {
for (int i = 0; i < lights.size(); ++i) {
Ref<VoxelLight> light = Ref<VoxelLight>(lights.get(i));
if (light.is_valid()) {
add_voxel_light(light);
}
}
}
void VoxelChunk::add_voxel_light(Ref<VoxelLight> light) {
_voxel_lights.push_back(light);
}
void VoxelChunk::create_voxel_light(const Color color, const int size, const int x, const int y, const int z) {
Ref<VoxelLight> light;
light.instance();
Vector3i pos = get_chunk_position();
Vector3i csize = get_chunk_size();
light->set_world_position(pos.x * csize.x + x, pos.y * csize.y + y, pos.z * csize.z + z);
light->set_color(color);
light->set_size(size);
add_voxel_light(light);
}
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void VoxelChunk::remove_voxel_light(Ref<VoxelLight> light) {
for (int i = 0; i < _voxel_lights.size(); ++i) {
if (_voxel_lights[i] == light) {
_voxel_lights.remove(i);
return;
}
}
}
void VoxelChunk::clear_voxel_lights() {
_voxel_lights.clear();
}
void VoxelChunk::add_lights_into(Array target) {
for (int i = 0; i < _voxel_lights.size(); ++i) {
target.append(_voxel_lights[i]);
}
}
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void VoxelChunk::add_unique_lights_into(Array target) {
for (int i = 0; i < _voxel_lights.size(); ++i) {
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Ref<VoxelLight> l = _voxel_lights.get(i);
bool append = true;
for (int j = 0; j < target.size(); ++j) {
Ref<VoxelLight> l2 = target.get(j);
if (!l2.is_valid())
continue;
if (l2->get_world_position() == l->get_world_position() && l2->get_size() == l->get_size()) {
append = false;
break;
}
}
if (append)
target.append(l);
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}
}
Array VoxelChunk::get_lights() {
Array target;
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for (int i = 0; i < _voxel_lights.size(); ++i) {
target.append(_voxel_lights[i]);
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}
return target;
}
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void VoxelChunk::bake_lights() {
clear_baked_lights();
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for (int i = 0; i < _voxel_lights.size(); ++i) {
bake_light(_voxel_lights[i]);
}
}
void VoxelChunk::bake_light(Ref<VoxelLight> light) {
ERR_FAIL_COND(!light.is_valid());
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Vector3i wp = light->get_world_position();
int wpx = wp.x - (_chunk_position.x * _chunk_size.x);
int wpy = wp.y - (_chunk_position.y * _chunk_size.y);
int wpz = wp.z - (_chunk_position.z * _chunk_size.z);
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//int wpx = (int)(wp.x / _chunk_size.x) - _chunk_position.x;
//int wpy = (int)(wp.y / _chunk_size.y) - _chunk_position.y;
//int wpz = (int)(wp.z / _chunk_size.z) - _chunk_position.z;
_buffer->add_light(wpx, wpy, wpz, light->get_size(), light->get_color());
}
void VoxelChunk::clear_baked_lights() {
_buffer->clear_lights();
}
void VoxelChunk::add_prop(Ref<VoxelChunkPropData> prop) {
_props.push_back(prop);
if (has_method("_prop_added"))
call("_prop_added", prop);
}
Ref<VoxelChunkPropData> VoxelChunk::get_prop(int index) {
return _props.get(index);
}
int VoxelChunk::get_prop_count() {
return _props.size();
}
void VoxelChunk::remove_prop(int index) {
return _props.remove(index);
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}
void VoxelChunk::clear_props() {
_props.clear();
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}
void VoxelChunk::allocate_prop_mesh() {
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ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(!get_library().is_valid());
ERR_FAIL_COND(!get_library()->get_prop_material().is_valid());
_prop_mesh_instance_rid = VS::get_singleton()->instance_create();
if (get_library()->get_prop_material().is_valid()) {
VS::get_singleton()->instance_geometry_set_material_override(_prop_mesh_instance_rid, get_library()->get_prop_material()->get_rid());
}
if (get_voxel_world()->get_world().is_valid())
VS::get_singleton()->instance_set_scenario(_prop_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
_prop_mesh_rid = VS::get_singleton()->mesh_create();
VS::get_singleton()->instance_set_base(_prop_mesh_instance_rid, _prop_mesh_rid);
VS::get_singleton()->instance_set_transform(_prop_mesh_instance_rid, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
}
void VoxelChunk::process_props() {
ERR_FAIL_COND(!has_method("_process_props"));
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
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}
call("_process_props");
_mesher->bake_colors(_buffer);
_mesher->build_mesh(_prop_mesh_rid);
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}
void VoxelChunk::build_prop_meshes() {
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
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}
_mesher->bake_colors(_buffer);
_mesher->build_mesh(_prop_mesh_rid);
}
void VoxelChunk::free_prop_mesh() {
if (_prop_mesh_instance_rid != RID()) {
VS::get_singleton()->free(_prop_mesh_instance_rid);
VS::get_singleton()->free(_prop_mesh_rid);
_prop_mesh_instance_rid = RID();
_prop_mesh_rid = RID();
}
}
void VoxelChunk::allocate_prop_colliders() {
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ERR_FAIL_COND(_voxel_world == NULL);
_prop_shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
_prop_body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
PhysicsServer::get_singleton()->body_set_collision_layer(_prop_body_rid, 1);
PhysicsServer::get_singleton()->body_set_collision_mask(_prop_body_rid, 1);
PhysicsServer::get_singleton()->body_add_shape(_prop_body_rid, _prop_shape_rid);
PhysicsServer::get_singleton()->body_set_state(_prop_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
PhysicsServer::get_singleton()->body_set_space(_prop_body_rid, get_voxel_world()->get_world()->get_space());
}
void VoxelChunk::build_prop_collider() {
if (_prop_shape_rid == RID()) {
allocate_prop_colliders();
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}
_mesher->build_collider(_prop_shape_rid);
}
void VoxelChunk::free_prop_colliders() {
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if (_prop_body_rid != RID()) {
PhysicsServer::get_singleton()->free(_prop_body_rid);
PhysicsServer::get_singleton()->free(_prop_shape_rid);
_prop_body_rid = RID();
_prop_shape_rid = RID();
}
}
void VoxelChunk::free_spawn_props() {
for (int i = 0; i < _spawned_props.size(); ++i) {
_spawned_props[i]->queue_delete();
}
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_spawned_props.clear();
}
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void VoxelChunk::allocate_main_mesh() {
ERR_FAIL_COND(_voxel_world == NULL);
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ERR_FAIL_COND(!get_library().is_valid());
ERR_FAIL_COND(!get_library()->get_material().is_valid());
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_mesh_instance_rid = VS::get_singleton()->instance_create();
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if (get_library()->get_material().is_valid()) {
VS::get_singleton()->instance_geometry_set_material_override(_mesh_instance_rid, get_library()->get_material()->get_rid());
}
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if (get_voxel_world()->get_world().is_valid())
VS::get_singleton()->instance_set_scenario(_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
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_mesh_rid = VS::get_singleton()->mesh_create();
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VS::get_singleton()->instance_set_base(_mesh_instance_rid, _mesh_rid);
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VS::get_singleton()->instance_set_transform(_mesh_instance_rid, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
}
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void VoxelChunk::free_main_mesh() {
if (_mesh_instance_rid != RID()) {
VS::get_singleton()->free(_mesh_instance_rid);
VS::get_singleton()->free(_mesh_rid);
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_mesh_instance_rid = RID();
_mesh_rid = RID();
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}
}
void VoxelChunk::create_debug_immediate_geometry() {
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ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(_debug_drawer != NULL);
_debug_drawer = memnew(ImmediateGeometry());
add_child(_debug_drawer);
if (Engine::get_singleton()->is_editor_hint())
_debug_drawer->set_owner(get_tree()->get_edited_scene_root());
//_debug_drawer->set_transform(Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
//_debug_drawer->set_transform(Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
}
void VoxelChunk::free_debug_immediate_geometry() {
if (ObjectDB::instance_validate(_debug_drawer)) {
_debug_drawer->queue_delete();
_debug_drawer = NULL;
}
}
void VoxelChunk::draw_cross_voxels(Vector3 pos) {
pos *= _voxel_scale;
_debug_drawer->add_vertex(pos + Vector3(0, 0, -0.2));
_debug_drawer->add_vertex(pos + Vector3(0, 0, 0.2));
_debug_drawer->add_vertex(pos + Vector3(0, -0.2, 0));
_debug_drawer->add_vertex(pos + Vector3(0, 0.2, 0));
_debug_drawer->add_vertex(pos + Vector3(-0.2, 0, 0));
_debug_drawer->add_vertex(pos + Vector3(0.2, 0, 0));
}
void VoxelChunk::draw_cross_voxels_fill(Vector3 pos, float fill) {
pos *= _voxel_scale;
_debug_drawer->add_vertex(pos + Vector3(0, 0, -0.5 * fill));
_debug_drawer->add_vertex(pos + Vector3(0, 0, 0.5 * fill));
_debug_drawer->add_vertex(pos + Vector3(0, -0.5 * fill, 0));
_debug_drawer->add_vertex(pos + Vector3(0, 0.5 * fill, 0));
_debug_drawer->add_vertex(pos + Vector3(-0.5 * fill, 0, 0));
_debug_drawer->add_vertex(pos + Vector3(0.5 * fill, 0, 0));
}
void VoxelChunk::draw_debug_voxels(int max, Color color) {
if (_debug_drawer == NULL) {
create_debug_immediate_geometry();
}
ERR_FAIL_COND(_debug_drawer == NULL);
_debug_drawer->clear();
_debug_drawer->begin(Mesh::PRIMITIVE_LINES);
_debug_drawer->set_color(color);
int a = 0;
Vector3i size = _buffer->get_size();
for (int y = 0; y < size.y; ++y) {
for (int z = 0; z < size.z; ++z) {
for (int x = 0; x < size.x; ++x) {
int type = _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_TYPE);
if (type == 0) {
continue;
}
draw_cross_voxels_fill(Vector3(x, y, z), _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL) / 255.0);
++a;
if (a > max) {
break;
}
}
}
}
_debug_drawer->end();
}
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void VoxelChunk::draw_debug_voxel_lights() {
if (_debug_drawer == NULL) {
create_debug_immediate_geometry();
}
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ERR_FAIL_COND(_debug_drawer == NULL);
_debug_drawer->clear();
_debug_drawer->begin(Mesh::PrimitiveType::PRIMITIVE_LINES);
_debug_drawer->set_color(Color(1, 1, 1));
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for (int i = 0; i < _voxel_lights.size(); ++i) {
Ref<VoxelLight> v = _voxel_lights[i];
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Vector3i pos = v->get_world_position();
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int pos_x = pos.x - (_chunk_size.x * _chunk_position.x);
int pos_y = pos.y - (_chunk_size.y * _chunk_position.y);
int pos_z = pos.z - (_chunk_size.z * _chunk_position.z);
draw_cross_voxels_fill(Vector3(pos_x, pos_y, pos_z), 1.0);
}
if (has_method("_draw_debug_voxel_lights"))
call("_draw_debug_voxel_lights", _debug_drawer);
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_debug_drawer->end();
}
void VoxelChunk::free_chunk() {
free_main_mesh();
remove_colliders();
free_prop_mesh();
free_prop_colliders();
free_spawn_props();
}
VoxelChunk::VoxelChunk() {
_build_mesh = true;
_create_collider = true;
_bake_lights = true;
_current_build_phase = BUILD_PHASE_DONE;
_voxel_scale = 1;
_lod_size = 1;
_buffer.instance();
_debug_drawer = NULL;
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_voxel_world = NULL;
}
VoxelChunk::~VoxelChunk() {
free_main_mesh();
remove_colliders();
free_prop_mesh();
free_prop_colliders();
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//do not call free here, the app will crash on exit, if you try to free nodes too.
_voxel_lights.clear();
if (_mesher.is_valid()) {
_mesher.unref();
}
_buffer.unref();
if (_library.is_valid()) {
_library.unref();
}
_props.clear();
}
void VoxelChunk::_bind_methods() {
ADD_SIGNAL(MethodInfo("mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
BIND_VMETHOD(MethodInfo("_create_mesh"));
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BIND_VMETHOD(MethodInfo("_create_mesher"));
BIND_VMETHOD(MethodInfo("_prop_added", PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunkPropData")));
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ClassDB::bind_method(D_METHOD("_create_mesher"), &VoxelChunk::_create_mesher);
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ClassDB::bind_method(D_METHOD("get_chunk_position_x"), &VoxelChunk::get_chunk_position_x);
ClassDB::bind_method(D_METHOD("set_chunk_position_x", "value"), &VoxelChunk::set_chunk_position_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_x"), "set_chunk_position_x", "get_chunk_position_x");
ClassDB::bind_method(D_METHOD("get_chunk_position_y"), &VoxelChunk::get_chunk_position_y);
ClassDB::bind_method(D_METHOD("set_chunk_position_y", "value"), &VoxelChunk::set_chunk_position_y);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_y"), "set_chunk_position_y", "get_chunk_position_y");
ClassDB::bind_method(D_METHOD("get_chunk_position_z"), &VoxelChunk::get_chunk_position_z);
ClassDB::bind_method(D_METHOD("set_chunk_position_z", "value"), &VoxelChunk::set_chunk_position_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_z"), "set_chunk_position_x", "get_chunk_position_z");
ClassDB::bind_method(D_METHOD("set_chunk_position", "x", "y", "z"), &VoxelChunk::set_chunk_position);
ClassDB::bind_method(D_METHOD("get_chunk_size_x"), &VoxelChunk::get_chunk_size_x);
ClassDB::bind_method(D_METHOD("set_chunk_size_x", "value"), &VoxelChunk::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"), &VoxelChunk::get_chunk_size_y);
ClassDB::bind_method(D_METHOD("set_chunk_size_y", "value"), &VoxelChunk::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_chunk_size_z"), &VoxelChunk::get_chunk_size_z);
ClassDB::bind_method(D_METHOD("set_chunk_size_z", "value"), &VoxelChunk::set_chunk_size_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_z"), "set_chunk_size_x", "get_chunk_size_z");
ClassDB::bind_method(D_METHOD("set_chunk_size", "x", "y", "z"), &VoxelChunk::set_chunk_size);
ClassDB::bind_method(D_METHOD("get_library"), &VoxelChunk::get_library);
ClassDB::bind_method(D_METHOD("set_library", "value"), &VoxelChunk::set_library);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "VoxelmanLibrary"), "set_library", "get_library");
ClassDB::bind_method(D_METHOD("get_lod_size"), &VoxelChunk::get_lod_size);
ClassDB::bind_method(D_METHOD("set_lod_size", "value"), &VoxelChunk::set_lod_size);
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_size"), "set_lod_size", "get_lod_size");
ClassDB::bind_method(D_METHOD("get_voxel_scale"), &VoxelChunk::get_voxel_scale);
ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &VoxelChunk::set_voxel_scale);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
ClassDB::bind_method(D_METHOD("get_current_build_phase"), &VoxelChunk::get_current_build_phase);
ClassDB::bind_method(D_METHOD("set_current_build_phase", "value"), &VoxelChunk::set_current_build_phase);
ADD_PROPERTY(PropertyInfo(Variant::INT, "current_build_phase"), "set_current_build_phase", "get_current_build_phase");
ClassDB::bind_method(D_METHOD("get_buffer"), &VoxelChunk::get_buffer);
ADD_GROUP("Meshing", "meshing");
ClassDB::bind_method(D_METHOD("meshing_get_create_collider"), &VoxelChunk::get_create_collider);
ClassDB::bind_method(D_METHOD("meshing_set_create_collider", "value"), &VoxelChunk::set_create_collider);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_create_collider"), "meshing_set_create_collider", "meshing_get_create_collider");
ClassDB::bind_method(D_METHOD("meshing_get_bake_lights"), &VoxelChunk::get_bake_lights);
ClassDB::bind_method(D_METHOD("meshing_set_bake_lights", "value"), &VoxelChunk::set_bake_lights);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_bake_lights"), "meshing_set_bake_lights", "meshing_get_bake_lights");
ADD_GROUP("Settings", "setting");
ClassDB::bind_method(D_METHOD("get_mesher"), &VoxelChunk::get_mesher);
ClassDB::bind_method(D_METHOD("set_mesher", "Mesher"), &VoxelChunk::set_mesher);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher"), "set_mesher", "get_mesher");
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ClassDB::bind_method(D_METHOD("get_voxel_world"), &VoxelChunk::get_voxel_world);
ClassDB::bind_method(D_METHOD("set_voxel_world", "world"), &VoxelChunk::set_voxel_world_bind);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "voxel_world", PROPERTY_HINT_RESOURCE_TYPE, "VoxelWorld"), "set_voxel_world", "get_voxel_world");
ClassDB::bind_method(D_METHOD("get_mesh_rid"), &VoxelChunk::get_mesh_rid);
ClassDB::bind_method(D_METHOD("get_mesh_instance_rid"), &VoxelChunk::get_mesh_instance_rid);
ClassDB::bind_method(D_METHOD("get_shape_rid"), &VoxelChunk::get_shape_rid);
ClassDB::bind_method(D_METHOD("get_body_rid"), &VoxelChunk::get_body_rid);
ClassDB::bind_method(D_METHOD("get_prop_mesh_rid"), &VoxelChunk::get_prop_mesh_rid);
ClassDB::bind_method(D_METHOD("get_prop_mesh_instance_rid"), &VoxelChunk::get_prop_mesh_instance_rid);
ClassDB::bind_method(D_METHOD("get_prop_shape_rid"), &VoxelChunk::get_prop_shape_rid);
ClassDB::bind_method(D_METHOD("get_prop_body_rid"), &VoxelChunk::get_prop_body_rid);
ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
BIND_VMETHOD(MethodInfo("_build_phase", PropertyInfo(Variant::INT, "phase")));
ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
ClassDB::bind_method(D_METHOD("build_phase", "phase"), &VoxelChunk::build_phase);
ClassDB::bind_method(D_METHOD("_build_phase", "phase"), &VoxelChunk::_build_phase);
ClassDB::bind_method(D_METHOD("next_phase"), &VoxelChunk::next_phase);
ClassDB::bind_method(D_METHOD("clear"), &VoxelChunk::clear);
ClassDB::bind_method(D_METHOD("create_colliders"), &VoxelChunk::create_colliders);
ClassDB::bind_method(D_METHOD("build_collider"), &VoxelChunk::build_collider);
ClassDB::bind_method(D_METHOD("remove_colliders"), &VoxelChunk::remove_colliders);
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ClassDB::bind_method(D_METHOD("add_lights", "lights"), &VoxelChunk::add_lights);
ClassDB::bind_method(D_METHOD("add_voxel_light", "light"), &VoxelChunk::add_voxel_light);
ClassDB::bind_method(D_METHOD("create_voxel_light", "color", "size", "x", "y", "z"), &VoxelChunk::create_voxel_light);
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ClassDB::bind_method(D_METHOD("remove_voxel_light", "light"), &VoxelChunk::remove_voxel_light);
ClassDB::bind_method(D_METHOD("clear_voxel_lights"), &VoxelChunk::clear_voxel_lights);
ClassDB::bind_method(D_METHOD("add_lights_into", "lights"), &VoxelChunk::add_lights_into);
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ClassDB::bind_method(D_METHOD("add_unique_lights_into", "lights"), &VoxelChunk::add_unique_lights_into);
ClassDB::bind_method(D_METHOD("get_lights"), &VoxelChunk::get_lights);
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ClassDB::bind_method(D_METHOD("bake_lights"), &VoxelChunk::bake_lights);
ClassDB::bind_method(D_METHOD("bake_light", "light"), &VoxelChunk::bake_light);
ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights);
ClassDB::bind_method(D_METHOD("add_prop", "prop"), &VoxelChunk::add_prop);
ClassDB::bind_method(D_METHOD("get_prop", "index"), &VoxelChunk::get_prop);
ClassDB::bind_method(D_METHOD("get_prop_count"), &VoxelChunk::get_prop_count);
ClassDB::bind_method(D_METHOD("remove_prop", "index"), &VoxelChunk::remove_prop);
ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props);
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BIND_VMETHOD(MethodInfo("_process_props"));
ClassDB::bind_method(D_METHOD("process_props"), &VoxelChunk::process_props);
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ClassDB::bind_method(D_METHOD("build_prop_meshes"), &VoxelChunk::build_prop_meshes);
ClassDB::bind_method(D_METHOD("build_prop_collider"), &VoxelChunk::build_prop_collider);
ClassDB::bind_method(D_METHOD("free_spawn_props"), &VoxelChunk::free_spawn_props);
ClassDB::bind_method(D_METHOD("allocate_main_mesh"), &VoxelChunk::allocate_main_mesh);
ClassDB::bind_method(D_METHOD("free_main_mesh"), &VoxelChunk::free_main_mesh);
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ClassDB::bind_method(D_METHOD("allocate_prop_mesh"), &VoxelChunk::allocate_prop_mesh);
ClassDB::bind_method(D_METHOD("free_prop_mesh"), &VoxelChunk::free_prop_mesh);
ClassDB::bind_method(D_METHOD("allocate_prop_colliders"), &VoxelChunk::allocate_prop_colliders);
ClassDB::bind_method(D_METHOD("free_prop_colliders"), &VoxelChunk::free_prop_colliders);
ClassDB::bind_method(D_METHOD("create_mesher"), &VoxelChunk::create_mesher);
ClassDB::bind_method(D_METHOD("create_debug_immediate_geometry"), &VoxelChunk::create_debug_immediate_geometry);
ClassDB::bind_method(D_METHOD("free_debug_immediate_geometry"), &VoxelChunk::free_debug_immediate_geometry);
ClassDB::bind_method(D_METHOD("free_chunk"), &VoxelChunk::free_chunk);
BIND_VMETHOD(MethodInfo("_draw_debug_voxel_lights", PropertyInfo(Variant::OBJECT, "debug_drawer", PROPERTY_HINT_RESOURCE_TYPE, "ImmediateGeometry")));
ClassDB::bind_method(D_METHOD("draw_cross_voxels", "pos"), &VoxelChunk::draw_cross_voxels);
ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "pos", "fill"), &VoxelChunk::draw_cross_voxels_fill);
ClassDB::bind_method(D_METHOD("draw_debug_voxels", "pos", "color"), &VoxelChunk::draw_debug_voxels, DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &VoxelChunk::draw_debug_voxel_lights);
BIND_CONSTANT(BUILD_PHASE_DONE);
BIND_CONSTANT(BUILD_PHASE_SETUP);
BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_SETUP);
BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_COLLIDER);
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BIND_CONSTANT(BUILD_PHASE_LIGHTS);
BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH);
BIND_CONSTANT(BUILD_PHASE_PROP_MESH);
BIND_CONSTANT(BUILD_PHASE_PROP_COLLIDER);
BIND_CONSTANT(BUILD_PHASE_MAX);
}