voxelman/world/voxel_chunk.h

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/*
Copyright (c) 2019-2020 Péter Magyar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef VOXEL_CHUNK_H
#define VOXEL_CHUNK_H
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#include "scene/3d/spatial.h"
#include "core/engine.h"
#include "core/os/mutex.h"
#include "core/os/thread.h"
#include "core/os/thread_safe.h"
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#include "core/ustring.h"
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#include "core/array.h"
#include "core/pool_vector.h"
#include "scene/3d/collision_shape.h"
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#include "scene/3d/mesh_instance.h"
#include "scene/3d/physics_body.h"
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#include "scene/3d/spatial.h"
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#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/packed_scene.h"
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#include "voxel_world.h"
#include "../data/voxel_light.h"
#include "../meshers/cubic_mesher/voxel_mesher_cubic.h"
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#include "../meshers/voxel_mesher.h"
#include "../library/voxel_surface.h"
#include "../library/voxelman_library.h"
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#include "../../mesh_data_resource/mesh_data_resource.h"
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#include "../props/prop_data.h"
#include "../props/prop_data_entry.h"
#include "../props/prop_data_light.h"
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#include "../props/prop_data_mesh.h"
#include "../props/prop_data_scene.h"
#include "voxel_chunk_prop_data.h"
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class VoxelWorld;
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class VoxelChunk : public Spatial {
GDCLASS(VoxelChunk, Spatial);
_THREAD_SAFE_CLASS_
public:
enum {
VOXEL_CHUNK_STATE_OK = 0,
VOXEL_CHUNK_STATE_GENERATION_QUEUED,
VOXEL_CHUNK_STATE_GENERATION,
VOXEL_CHUNK_STATE_MESH_GENERATION_QUEUED,
VOXEL_CHUNK_STATE_MESH_GENERATION,
VOXEL_CHUNK_STATE_MAX,
};
enum {
BUILD_PHASE_DONE = 0,
BUILD_PHASE_SETUP,
BUILD_PHASE_TERRARIN_MESH_SETUP,
BUILD_PHASE_TERRARIN_MESH_COLLIDER,
BUILD_PHASE_LIGHTS,
BUILD_PHASE_TERRARIN_MESH,
BUILD_PHASE_PROP_MESH,
BUILD_PHASE_PROP_COLLIDER,
//BUILD_PHASE_LIQUID,
//BUILD_PHASE_CLUTTER,
BUILD_PHASE_FINALIZE,
BUILD_PHASE_MAX
};
enum DefaultChannels {
DEFAULT_CHANNEL_TYPE = 0,
DEFAULT_CHANNEL_ISOLEVEL,
DEFAULT_CHANNEL_LIGHT_COLOR_R,
DEFAULT_CHANNEL_LIGHT_COLOR_G,
DEFAULT_CHANNEL_LIGHT_COLOR_B,
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DEFAULT_CHANNEL_AO,
DEFAULT_CHANNEL_RANDOM_AO,
DEFAULT_CHANNEL_LIQUID_TYPES,
DEFAULT_CHANNEL_LIQUID_FILL,
DEFAULT_CHANNEL_LIQUID_FLOW,
MAX_DEFAULT_CHANNELS
};
public:
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bool get_is_generating() const;
void set_is_generating(bool value);
bool get_is_build_threaded() const;
void set_is_build_threaded(bool value);
bool get_build_phase_done() const;
void set_build_phase_done(bool value);
bool get_dirty() const;
void set_dirty(bool value);
int get_state() const;
void set_state(int value);
int get_position_x();
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void set_position_x(int value);
int get_position_y();
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void set_position_y(int value);
int get_position_z();
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void set_position_z(int value);
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int get_size_x();
int get_size_y();
int get_size_z();
void set_size_x(int value);
void set_size_y(int value);
void set_size_z(int value);
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int get_data_size_x();
int get_data_size_y();
int get_data_size_z();
void set_data_size_x(int value);
void set_data_size_y(int value);
void set_data_size_z(int value);
Vector3 get_position() const;
Vector3 get_size() const;
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void set_position(int x, int y, int z);
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int get_margin_start() const;
int get_margin_end() const;
void set_margin_start(int value);
void set_margin_end(int value);
Ref<VoxelmanLibrary> get_library();
void set_library(Ref<VoxelmanLibrary> value);
int get_lod_size() const;
void set_lod_size(int lod_size);
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float get_voxel_scale() const;
void set_voxel_scale(float value);
int get_current_build_phase();
void set_current_build_phase(int value);
int get_max_build_phase();
void set_max_build_phase(int value);
Ref<VoxelMesher> get_mesher(int index) const;
void set_mesher(int index, Ref<VoxelMesher> mesher);
void remove_mesher(int index);
void add_mesher(Ref<VoxelMesher> mesher);
int get_mesher_count();
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VoxelWorld *get_voxel_world() const;
void set_voxel_world(VoxelWorld *world);
void set_voxel_world_bind(Node *world);
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bool get_create_collider() const;
void set_create_collider(bool value);
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bool get_bake_lights() const;
void set_bake_lights(bool value);
RID get_mesh_rid();
RID get_mesh_instance_rid();
RID get_shape_rid();
RID get_body_rid();
RID get_prop_mesh_rid();
RID get_prop_mesh_instance_rid();
RID get_prop_shape_rid();
RID get_prop_body_rid();
RID get_liquid_mesh_rid();
RID get_liquid_mesh_instance_rid();
RID get_clutter_mesh_rid();
RID get_clutter_mesh_instance_rid();
//Voxel Data
void setup_channels();
void _setup_channels();
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void set_size(uint32_t size_x, uint32_t size_y, uint32_t size_z, uint32_t margin_start = 0, uint32_t margin_end = 0);
bool validate_channel_data_position(uint32_t x, uint32_t y, uint32_t z) const;
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uint8_t get_voxel(int p_x, int p_y, int p_z, int p_channel_index) const;
void set_voxel(uint8_t p_value, int p_x, int p_y, int p_z, int p_channel_index);
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int get_channel_count();
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void set_channel_count(int count);
void allocate_channel(int channel_index, uint8_t default_value = 0);
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void fill_channel(uint8_t value, int channel_index);
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void dealloc_channel(int channel_index);
uint8_t *get_channel(int channel_index);
uint8_t *get_valid_channel(int channel_index, uint8_t default_value = 0);
PoolByteArray get_channel_array(int channel_index) const;
void set_channel_array(int channel_index, const PoolByteArray &array);
uint32_t get_data_index(uint32_t x, uint32_t y, uint32_t z) const;
uint32_t get_data_size() const;
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//Data Management functions
void generate_ao();
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void add_light(int local_x, int local_y, int local_z, int size, Color color);
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void clear_baked_lights();
//Meshing
void create_meshers();
void _create_meshers();
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void build_deferred();
void build_prioritized();
static void _build_step_threaded(void *_userdata);
void build_phase();
void build_step();
void _build_phase(int phase);
bool has_next_phase();
void next_phase();
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void clear();
//Colliders
void create_colliders();
void remove_colliders();
//lights
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void add_lights(Array lights);
void add_voxel_light(Ref<VoxelLight> light);
void create_voxel_light(const Color color, const int size, const int x, const int y, const int z);
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void remove_voxel_light(Ref<VoxelLight> light);
void clear_voxel_lights();
void add_lights_into(Array target);
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void add_unique_lights_into(Array target);
Array get_lights();
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void bake_lights();
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void bake_light(Ref<VoxelLight> light);
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void add_prop_light(Ref<VoxelLight> light);
//props
void add_prop(Ref<VoxelChunkPropData> prop);
Ref<VoxelChunkPropData> get_prop(int index);
int get_prop_count();
void remove_prop(int index);
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void clear_props();
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void free_spawn_props();
//Meshes
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void allocate_main_mesh();
void free_main_mesh();
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void allocate_prop_mesh();
void free_prop_mesh();
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void allocate_prop_colliders();
void free_prop_colliders();
void allocate_liquid_mesh();
void free_liquid_mesh();
void allocate_clutter_mesh();
void free_clutter_mesh();
//Debug
void create_debug_immediate_geometry();
void free_debug_immediate_geometry();
void draw_cross_voxels(Vector3 pos);
void draw_cross_voxels_fill(Vector3 pos, float fill);
void draw_debug_voxels(int max, Color color = Color(1, 1, 1));
void draw_debug_voxel_lights();
//free
void free_chunk();
VoxelChunk();
~VoxelChunk();
protected:
void wait_and_finish_thread();
void _notification(int p_what);
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
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bool _is_generating;
bool _is_build_threaded;
bool _abort_build;
bool _dirty;
int _state;
int _current_build_phase;
int _max_build_phases;
bool _enabled;
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VoxelWorld *_voxel_world;
int _position_x;
int _position_y;
int _position_z;
uint32_t _size_x;
uint32_t _size_y;
uint32_t _size_z;
uint32_t _data_size_x;
uint32_t _data_size_y;
uint32_t _data_size_z;
uint32_t _margin_start;
uint32_t _margin_end;
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Vector<uint8_t *> _channels;
Vector<Ref<VoxelLight> > _voxel_lights;
int _lod_size;
float _voxel_scale;
NodePath _library_path;
Ref<VoxelmanLibrary> _library;
Vector<Ref<VoxelMesher> > _meshers;
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//voxel mesh
RID _mesh_rid;
RID _mesh_instance_rid;
RID _shape_rid;
RID _body_rid;
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//mergeable props
Vector<Ref<VoxelChunkPropData> > _props;
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RID _prop_mesh_rid;
RID _prop_mesh_instance_rid;
RID _prop_shape_rid;
RID _prop_body_rid;
//liquids
RID _liquid_mesh_rid;
RID _liquid_mesh_instance_rid;
//clutter
RID _clutter_mesh_rid;
RID _clutter_mesh_instance_rid;
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//spawned props
Vector<Node *> _spawned_props;
//debug
ImmediateGeometry *_debug_drawer;
bool _build_mesh;
bool _create_collider;
bool _bake_lights;
bool _build_prioritized;
Mutex *_build_phase_done_mutex;
bool _build_phase_done;
Thread *_build_thread;
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bool _thread_finished;
Array temp_array;
PoolVector<Vector3> temp_arr_collider;
};
VARIANT_ENUM_CAST(VoxelChunk::DefaultChannels);
#endif