Now the props use transforms internally, instead of vectors. And improved the design a bit.

This commit is contained in:
Relintai 2019-07-20 14:48:56 +02:00
parent c29c74b1d9
commit 47f3fa2a7f
4 changed files with 67 additions and 29 deletions

View File

@ -94,16 +94,20 @@ void VoxelMesher::add_buffer(Ref<VoxelBuffer> voxels) {
}
void VoxelMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
Transform transform = Transform(Basis(rotation).scaled(scale), position);
add_mesh_data_resource_transform(mesh, transform);
}
void VoxelMesher::add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform) {
ERR_FAIL_COND(mesh->get_array().size() == 0);
Transform local_transform = Transform(Basis(rotation).scaled(scale), position);
Array verts = mesh->get_array().get(Mesh::ARRAY_VERTEX);
for (int i = 0; i < verts.size(); ++i) {
Vector3 vert = verts[i];
vert = local_transform.xform(vert);
vert = transform.xform(vert);
add_vertex(vert);
}
@ -116,7 +120,7 @@ void VoxelMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vecto
for (int i = 0; i < normals.size(); ++i) {
Vector3 normal = normals[i];
normal = local_transform.basis.xform(normal);
normal = transform.basis.xform(normal);
add_normal(normal);
}
@ -461,6 +465,7 @@ void VoxelMesher::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_buffer", "buffer"), &VoxelMesher::add_buffer);
ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale"), &VoxelMesher::add_mesh_data_resource, DEFVAL(Vector3(1.0, 1.0, 1.0)), DEFVAL(Vector3()), DEFVAL(Vector3()));
ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform", "transform"), &VoxelMesher::add_mesh_data_resource_transform);
ClassDB::bind_method(D_METHOD("bake_colors", "buffer"), &VoxelMesher::bake_colors);
ClassDB::bind_method(D_METHOD("get_voxel_scale"), &VoxelMesher::get_voxel_scale);

View File

@ -37,6 +37,7 @@ public:
void add_buffer(Ref<VoxelBuffer> voxels);
void add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position = Vector3(0, 0, 0), const Vector3 rotation = Vector3(0, 0, 0), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
void add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform);
void bake_colors(Ref<VoxelBuffer> voxels);
float get_voxel_scale() const;

View File

@ -369,6 +369,18 @@ void VoxelChunk::allocate_prop_mesh() {
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_prop_lights() {
Transform transform(Basis().scaled(Vector3(_voxel_scale, _voxel_scale, _voxel_scale)), Vector3(_chunk_position.x * _chunk_size.x, _chunk_position.y * _chunk_size.y, _chunk_position.z * _chunk_size.z));
for (int i = 0; i < _props.size(); ++i) {
VCPropData prop = _props[i];
if (prop.prop.is_valid()) {
process_prop_light(prop.prop, transform);
}
}
}
void VoxelChunk::process_props() {
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
@ -377,16 +389,18 @@ void VoxelChunk::process_props() {
for (int i = 0; i < _props.size(); ++i) {
VCPropData prop = _props[i];
Transform transform(Basis(prop.rotation).scaled(prop.scale), prop.position);
if (prop.mesh.is_valid()) {
_mesher->add_mesh_data_resource(prop.mesh, prop.position, prop.rotation, prop.scale);
_mesher->add_mesh_data_resource_transform(prop.mesh, transform);
}
if (prop.prop.is_valid()) {
process_prop(prop.prop);
process_prop(prop.prop, transform);
}
if (prop.scene.is_valid()) {
spawn_prop(prop.scene, prop.position, prop.rotation, prop.scale);
spawn_prop(prop.scene, transform);
}
}
@ -395,7 +409,7 @@ void VoxelChunk::process_props() {
_mesher->build_mesh(_prop_mesh_rid);
}
void VoxelChunk::process_prop(Ref<VoxelmanProp> prop, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
void VoxelChunk::process_prop_light(Ref<VoxelmanProp> prop, const Transform transform) {
ERR_FAIL_COND(!prop.is_valid());
for (int i = 0; i < prop->get_prop_count(); ++i) {
@ -404,32 +418,48 @@ void VoxelChunk::process_prop(Ref<VoxelmanProp> prop, const Vector3 position, co
if (!data.is_valid())
continue;
Vector3 pos = position + data->get_position();
Vector3 rot = (rotation + data->get_rotation()).normalized();
Vector3 scl = scale * data->get_scale();
Transform pt(Basis(data->get_rotation()).scaled(data->get_scale()), data->get_position());
if (data->get_mesh().is_valid()) {
_mesher->add_mesh_data_resource(data->get_mesh(), pos, rot, scl);
}
pt = transform * pt;
if (data->get_has_light()) {
Transform t = Transform(Basis(rot).scaled(scl), pos);
Vector3 lp = t.xform_inv(Vector3());
Vector3 lp = pt.xform_inv(Vector3());
create_voxel_light(data->get_light_color(), data->get_light_size(), (int)lp.x, (int)lp.y, (int)lp.z);
}
if (data->get_scene().is_valid()) {
spawn_prop(data->get_scene(), pos, rot, scl);
}
if (data->get_prop().is_valid()) {
process_prop(data->get_prop(), pos, rot, scl);
process_prop_light(data->get_prop(), pt);
}
}
}
void VoxelChunk::spawn_prop(const Ref<PackedScene> scene, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
void VoxelChunk::process_prop(Ref<VoxelmanProp> prop, const Transform transform) {
ERR_FAIL_COND(!prop.is_valid());
for (int i = 0; i < prop->get_prop_count(); ++i) {
Ref<VoxelmanPropData> data = prop->get_prop(i);
if (!data.is_valid())
continue;
Transform pt(Basis(data->get_rotation()).scaled(data->get_scale()), data->get_position());
if (data->get_mesh().is_valid()) {
_mesher->add_mesh_data_resource_transform(data->get_mesh(), pt);
}
if (data->get_scene().is_valid()) {
spawn_prop(data->get_scene(), pt);
}
if (data->get_prop().is_valid()) {
process_prop(data->get_prop(), pt);
}
}
}
void VoxelChunk::spawn_prop(const Ref<PackedScene> scene, const Transform transform) {
ERR_FAIL_COND(!scene.is_valid());
ERR_FAIL_COND(get_voxel_world() == NULL);
@ -446,8 +476,6 @@ void VoxelChunk::spawn_prop(const Ref<PackedScene> scene, const Vector3 position
ERR_FAIL_COND(spatial == NULL);
Transform transform = Transform(Basis(rotation).scaled(scale), position);
spatial->set_transform(transform);
}
@ -790,9 +818,11 @@ void VoxelChunk::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_prop", "prop", "position", "rotation", "scale"), &VoxelChunk::add_prop, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props);
ClassDB::bind_method(D_METHOD("process_prop_lights"), &VoxelChunk::process_prop_lights);
ClassDB::bind_method(D_METHOD("process_props"), &VoxelChunk::process_props);
ClassDB::bind_method(D_METHOD("process_prop", "prop", "position", "rotation", "scale"), &VoxelChunk::add_prop_spawned, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("spawn_prop", "scene", "position", "rotation", "scale"), &VoxelChunk::add_prop_spawned, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("process_prop", "prop", "transform"), &VoxelChunk::process_prop, DEFVAL(Transform()));
ClassDB::bind_method(D_METHOD("process_prop_light", "prop", "transform"), &VoxelChunk::process_prop_light, DEFVAL(Transform()));
ClassDB::bind_method(D_METHOD("spawn_prop", "transform"), &VoxelChunk::spawn_prop, DEFVAL(Transform()));
ClassDB::bind_method(D_METHOD("build_prop_meshes"), &VoxelChunk::build_prop_meshes);
ClassDB::bind_method(D_METHOD("build_prop_collider"), &VoxelChunk::build_prop_collider);

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@ -106,10 +106,12 @@ public:
void add_prop_spawned(const Ref<PackedScene> scene, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
void add_prop(const Ref<VoxelmanProp> prop, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
void clear_props();
void process_prop_lights();
void process_props();
void process_prop(Ref<VoxelmanProp> prop, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
void spawn_prop(const Ref<PackedScene> scene, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
void process_prop(Ref<VoxelmanProp> prop, const Transform transform = Transform());
void process_prop_light(Ref<VoxelmanProp> prop, const Transform transform = Transform());
void spawn_prop(const Ref<PackedScene> scene, const Transform transform = Transform());
void build_prop_meshes();
void build_prop_collider();