voxelman/world/voxel_chunk.cpp

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#include "voxel_chunk.h"
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#include "voxel_world.h"
_FORCE_INLINE_ bool VoxelChunk::get_dirty() const {
return _dirty;
}
_FORCE_INLINE_ void VoxelChunk::set_dirty(bool value) {
_dirty = value;
}
_FORCE_INLINE_ int VoxelChunk::get_state() const {
return _state;
}
_FORCE_INLINE_ void VoxelChunk::set_state(int value) {
_state = value;
}
_FORCE_INLINE_ int VoxelChunk::get_position_x() {
return _position_x;
}
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void VoxelChunk::set_position_x(int value) {
_position_x = value;
}
_FORCE_INLINE_ int VoxelChunk::get_position_y() {
return _position_y;
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}
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void VoxelChunk::set_position_y(int value) {
_position_y = value;
}
_FORCE_INLINE_ int VoxelChunk::get_position_z() {
return _position_z;
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}
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void VoxelChunk::set_position_z(int value) {
_position_z = value;
}
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_FORCE_INLINE_ Vector3 VoxelChunk::get_position() const {
return Vector3(_position_x, _position_y, _position_z);
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}
_FORCE_INLINE_ int VoxelChunk::get_size_x() {
return _size_x;
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}
_FORCE_INLINE_ int VoxelChunk::get_size_y() {
return _size_y;
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}
_FORCE_INLINE_ int VoxelChunk::get_size_z() {
return _size_z;
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}
_FORCE_INLINE_ Vector3 VoxelChunk::get_size() const {
return Vector3(_size_x, _size_y, _size_z);
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}
_FORCE_INLINE_ int VoxelChunk::get_data_size_x() {
return _data_size_x;
}
_FORCE_INLINE_ int VoxelChunk::get_data_size_y() {
return _data_size_y;
}
_FORCE_INLINE_ int VoxelChunk::get_data_size_z() {
return _data_size_z;
}
_FORCE_INLINE_ Vector3 VoxelChunk::get_data_size() const {
return Vector3(_data_size_x, _data_size_y, _data_size_z);
}
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void VoxelChunk::set_position(int x, int y, int z) {
_position_x = x;
_position_y = y;
_position_z = z;
}
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_FORCE_INLINE_ int VoxelChunk::get_margin_start() const {
return _margin_start;
}
_FORCE_INLINE_ int VoxelChunk::get_margin_end() const {
return _margin_end;
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}
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;
}
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;
}
RID VoxelChunk::get_liquid_mesh_rid() {
return _liquid_mesh_rid;
}
RID VoxelChunk::get_liquid_mesh_instance_rid() {
return _liquid_mesh_instance_rid;
}
RID VoxelChunk::get_clutter_mesh_rid() {
return _clutter_mesh_rid;
}
RID VoxelChunk::get_clutter_mesh_instance_rid() {
return _clutter_mesh_instance_rid;
}
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//Voxel Data
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void VoxelChunk::set_size(int size_x, int size_y, int siye_z, int margin_start, int margin_end) {
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}
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_FORCE_INLINE_ bool VoxelChunk::validate_channel_position(int x, int y, int z) const {
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return false;
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}
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_FORCE_INLINE_ uint8_t VoxelChunk::get_voxel(int x, int y, int z, int channel_index) const {
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return 0;
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}
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_FORCE_INLINE_ void VoxelChunk::set_voxel(uint8_t value, int x, int y, int z, int channel_index) {
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}
void VoxelChunk::set_channel_count(int count) {
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}
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void VoxelChunk::allocate_channel(int channel_index, uint8_t value) {
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}
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void VoxelChunk::fill_channel(uint8_t value, int channel_index) {
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}
void VoxelChunk::dealloc_channel(int channel_index) {
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}
uint8_t *VoxelChunk::get_channel(int channel_index) {
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return NULL;
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}
uint8_t *VoxelChunk::get_valid_channel(int channel_index) {
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return NULL;
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}
//Data Management functions
void VoxelChunk::generate_ao() {
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unsigned int size_x = _data_size_x;
unsigned int size_y = _data_size_y;
unsigned int size_z = _data_size_z;
ERR_FAIL_COND(size_x == 0 || size_y == 0 || size_z == 0);
for (unsigned int y = 1; y < size_y - 1; ++y) {
for (unsigned int z = 1; z < size_z - 1; ++z) {
for (unsigned int x = 1; x < size_x - 1; ++x) {
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int current = get_voxel(x, y, z, DEFAULT_CHANNEL_ISOLEVEL);
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int sum = get_voxel(x + 1, y, z, DEFAULT_CHANNEL_ISOLEVEL);
sum += get_voxel(x - 1, y, z, DEFAULT_CHANNEL_ISOLEVEL);
sum += get_voxel(x, y + 1, z, DEFAULT_CHANNEL_ISOLEVEL);
sum += get_voxel(x, y - 1, z, DEFAULT_CHANNEL_ISOLEVEL);
sum += get_voxel(x, y, z + 1, DEFAULT_CHANNEL_ISOLEVEL);
sum += get_voxel(x, y, z - 1, DEFAULT_CHANNEL_ISOLEVEL);
sum /= 6;
sum -= current;
if (sum < 0)
sum = 0;
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set_voxel(sum, x, y, z, DEFAULT_CHANNEL_AO);
}
}
}
}
void VoxelChunk::add_light(int local_x, int local_y, int local_z, int size, Color color) {
ERR_FAIL_COND(size < 0);
float sizef = static_cast<float>(size);
//float rf = (color.r / sizef);
//float gf = (color.g / sizef);
//float bf = (color.b / sizef);
for (int y = local_y - size; y <= local_y + size; ++y) {
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if (y < 0 || y >= _data_size_y)
continue;
for (int z = local_z - size; z <= local_z + size; ++z) {
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if (z < 0 || z >= _data_size_z)
continue;
for (int x = local_x - size; x <= local_x + size; ++x) {
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if (x < 0 || x >= _data_size_x)
continue;
int lx = x - local_x;
int ly = y - local_y;
int lz = z - local_z;
float str = size - (((float)lx * lx + ly * ly + lz * lz));
str /= size;
if (str < 0)
continue;
int r = color.r * str * 255.0;
int g = color.g * str * 255.0;
int b = color.b * str * 255.0;
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r += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_R);
g += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_G);
b += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_B);
if (r > 255)
r = 255;
if (g > 255)
g = 255;
if (b > 255)
b = 255;
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set_voxel(r, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_R);
set_voxel(g, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_G);
set_voxel(b, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_B);
}
}
}
}
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void VoxelChunk::clear_baked_lights() {
fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_R);
fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_G);
fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_B);
}
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 {
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_mesher->add_chunk(this);
}
//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: {
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_mesher->bake_colors(this);
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(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _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();
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light->set_world_position(_position_x * _size_x + x, _position_y * _size_y + y, _position_z * _size_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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int wpx = light->get_world_position_x() - (_position_x * _size_x);
int wpy = light->get_world_position_y() - (_position_y * _size_y);
int wpz = light->get_world_position_z() - (_position_z * _size_z);
//int wpx = (int)(wp.x / _size.x) - _position.x;
//int wpy = (int)(wp.y / _size.y) - _position.y;
//int wpz = (int)(wp.z / _size.z) - _position.z;
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add_light(wpx, wpy, wpz, light->get_size(), light->get_color());
}
void VoxelChunk::add_prop_light(Ref<VoxelLight> light) {
bake_light(light);
}
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::process_props() {
ERR_FAIL_COND(!has_method("_process_props"));
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
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}
call("_process_props");
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_mesher->bake_colors(this);
_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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}
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_mesher->bake_colors(this);
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_mesher->build_mesh(_prop_mesh_rid);
}
void VoxelChunk::allocate_main_mesh() {
ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(!get_library().is_valid());
ERR_FAIL_COND(!get_library()->get_material().is_valid());
_mesh_instance_rid = VS::get_singleton()->instance_create();
if (get_library()->get_material().is_valid()) {
VS::get_singleton()->instance_geometry_set_material_override(_mesh_instance_rid, get_library()->get_material()->get_rid());
}
if (get_voxel_world()->get_world().is_valid())
VS::get_singleton()->instance_set_scenario(_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
_mesh_rid = VS::get_singleton()->mesh_create();
VS::get_singleton()->instance_set_base(_mesh_instance_rid, _mesh_rid);
VS::get_singleton()->instance_set_transform(_mesh_instance_rid, Transform(Basis(), Vector3(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _size_z * _voxel_scale)));
}
void VoxelChunk::free_main_mesh() {
if (_mesh_instance_rid != RID()) {
VS::get_singleton()->free(_mesh_instance_rid);
VS::get_singleton()->free(_mesh_rid);
_mesh_instance_rid = RID();
_mesh_rid = RID();
}
}
void VoxelChunk::allocate_prop_mesh() {
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(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _size_z * _voxel_scale)));
}
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(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _size_z * _voxel_scale)));
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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();
}
}
//Liquid mesh
void VoxelChunk::allocate_liquid_mesh() {
ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(!get_library().is_valid());
ERR_FAIL_COND(!get_library()->get_liquid_material().is_valid());
_liquid_mesh_instance_rid = VS::get_singleton()->instance_create();
if (get_library()->get_liquid_material().is_valid()) {
VS::get_singleton()->instance_geometry_set_material_override(_liquid_mesh_instance_rid, get_library()->get_liquid_material()->get_rid());
}
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if (get_voxel_world()->get_world().is_valid())
VS::get_singleton()->instance_set_scenario(_liquid_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
_liquid_mesh_rid = VS::get_singleton()->mesh_create();
VS::get_singleton()->instance_set_base(_liquid_mesh_instance_rid, _liquid_mesh_rid);
VS::get_singleton()->instance_set_transform(_liquid_mesh_instance_rid, Transform(Basis(), Vector3(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _size_z * _voxel_scale)));
}
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void VoxelChunk::free_liquid_mesh() {
if (_liquid_mesh_instance_rid != RID()) {
VS::get_singleton()->free(_liquid_mesh_instance_rid);
VS::get_singleton()->free(_liquid_mesh_rid);
_liquid_mesh_instance_rid = RID();
_liquid_mesh_rid = RID();
}
}
//Clutter mesh
void VoxelChunk::allocate_clutter_mesh() {
ERR_FAIL_COND(_voxel_world == NULL);
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ERR_FAIL_COND(!get_library().is_valid());
ERR_FAIL_COND(!get_library()->get_clutter_material().is_valid());
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_clutter_mesh_instance_rid = VS::get_singleton()->instance_create();
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if (get_library()->get_clutter_material().is_valid()) {
VS::get_singleton()->instance_geometry_set_material_override(_clutter_mesh_instance_rid, get_library()->get_clutter_material()->get_rid());
}
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if (get_voxel_world()->get_world().is_valid())
VS::get_singleton()->instance_set_scenario(_clutter_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
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_clutter_mesh_rid = VS::get_singleton()->mesh_create();
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VS::get_singleton()->instance_set_base(_clutter_mesh_instance_rid, _clutter_mesh_rid);
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VS::get_singleton()->instance_set_transform(_clutter_mesh_instance_rid, Transform(Basis(), Vector3(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _size_z * _voxel_scale)));
}
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void VoxelChunk::free_clutter_mesh() {
if (_clutter_mesh_instance_rid != RID()) {
VS::get_singleton()->free(_clutter_mesh_instance_rid);
VS::get_singleton()->free(_clutter_mesh_rid);
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_clutter_mesh_instance_rid = RID();
_clutter_mesh_rid = RID();
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}
}
void VoxelChunk::free_spawn_props() {
for (int i = 0; i < _spawned_props.size(); ++i) {
_spawned_props[i]->queue_delete();
}
_spawned_props.clear();
}
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(_position.x * _size.x * _voxel_scale, _position.y * _size.y * _voxel_scale, _position.z * _size.z * _voxel_scale)));
//_debug_drawer->set_transform(Transform(Basis(), Vector3(_position.x * _size.x * _voxel_scale, _position.y * _size.y * _voxel_scale, _position.z * _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;
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 = get_voxel(x, y, z, VoxelChunk::DEFAULT_CHANNEL_TYPE);
if (type == 0) {
continue;
}
draw_cross_voxels_fill(Vector3(x, y, z), get_voxel(x, y, z, VoxelChunk::DEFAULT_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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int pos_x = v->get_world_position_x() - (_size_x * _position_x);
int pos_y = v->get_world_position_y() - (_size_y * _position_y);
int pos_z = v->get_world_position_z() - (_size_z * _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();
free_liquid_mesh();
free_clutter_mesh();
}
VoxelChunk::VoxelChunk() {
_dirty = false;
_state = VOXEL_CHUNK_STATE_OK;
_build_mesh = true;
_create_collider = true;
_bake_lights = true;
_current_build_phase = BUILD_PHASE_DONE;
_voxel_scale = 1;
_lod_size = 1;
_debug_drawer = NULL;
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_voxel_world = NULL;
_margin_start = 0;
_margin_end = 0;
}
VoxelChunk::~VoxelChunk() {
free_main_mesh();
remove_colliders();
free_prop_mesh();
free_prop_colliders();
free_liquid_mesh();
free_clutter_mesh();
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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();
}
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);
ClassDB::bind_method(D_METHOD("get_dirty"), &VoxelChunk::get_dirty);
ClassDB::bind_method(D_METHOD("set_dirty", "value"), &VoxelChunk::set_dirty);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dirty"), "set_dirty", "get_dirty");
ClassDB::bind_method(D_METHOD("get_state"), &VoxelChunk::get_state);
ClassDB::bind_method(D_METHOD("set_state", "value"), &VoxelChunk::set_state);
ADD_PROPERTY(PropertyInfo(Variant::INT, "state"), "set_state", "get_state");
ClassDB::bind_method(D_METHOD("get_position_x"), &VoxelChunk::get_position_x);
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ClassDB::bind_method(D_METHOD("set_position_x", "value"), &VoxelChunk::set_position_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "position_x"), "set_position_x", "get_position_x");
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ClassDB::bind_method(D_METHOD("get_position_y"), &VoxelChunk::get_position_y);
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ClassDB::bind_method(D_METHOD("set_position_y", "value"), &VoxelChunk::set_position_y);
ADD_PROPERTY(PropertyInfo(Variant::INT, "position_y"), "set_position_y", "get_position_y");
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ClassDB::bind_method(D_METHOD("get_position_z"), &VoxelChunk::get_position_z);
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ClassDB::bind_method(D_METHOD("set_position_z", "value"), &VoxelChunk::set_position_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "position_z"), "set_position_z", "get_position_z");
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ClassDB::bind_method(D_METHOD("get_size_x"), &VoxelChunk::get_size_x);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "size_x"), "", "get_size_x");
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ClassDB::bind_method(D_METHOD("get_size_y"), &VoxelChunk::get_size_y);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "size_y"), "", "get_size_y");
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ClassDB::bind_method(D_METHOD("get_size_z"), &VoxelChunk::get_size_z);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "size_z"), "", "get_size_z");
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ClassDB::bind_method(D_METHOD("set_size", "x", "y", "z"), &VoxelChunk::set_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");
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("get_liquid_mesh_rid"), &VoxelChunk::get_liquid_mesh_rid);
ClassDB::bind_method(D_METHOD("get_liquid_mesh_instance_rid"), &VoxelChunk::get_liquid_mesh_instance_rid);
ClassDB::bind_method(D_METHOD("get_clutter_mesh_rid"), &VoxelChunk::get_clutter_mesh_rid);
ClassDB::bind_method(D_METHOD("get_clutter_mesh_instance_rid"), &VoxelChunk::get_clutter_mesh_instance_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_light", "light"), &VoxelChunk::add_prop_light);
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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("allocate_liquid_mesh"), &VoxelChunk::allocate_liquid_mesh);
ClassDB::bind_method(D_METHOD("free_liquid_mesh"), &VoxelChunk::free_liquid_mesh);
ClassDB::bind_method(D_METHOD("allocate_clutter_mesh"), &VoxelChunk::allocate_clutter_mesh);
ClassDB::bind_method(D_METHOD("free_clutter_mesh"), &VoxelChunk::free_clutter_mesh);
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);
BIND_CONSTANT(VOXEL_CHUNK_STATE_OK);
BIND_CONSTANT(VOXEL_CHUNK_STATE_GENERATION_QUEUED);
BIND_CONSTANT(VOXEL_CHUNK_STATE_GENERATION);
BIND_CONSTANT(VOXEL_CHUNK_STATE_MESH_GENERATION_QUEUED);
BIND_CONSTANT(VOXEL_CHUNK_STATE_MESH_GENERATION);
BIND_CONSTANT(VOXEL_CHUNK_STATE_MAX);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_TYPE);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_ISOLEVEL);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_R);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_G);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_B);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_AO);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_RANDOM_AO);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_TYPES);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_FILL);
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_FLOW);
BIND_ENUM_CONSTANT(MAX_DEFAULT_CHANNELS);
}