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https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
Now the props use transforms internally, instead of vectors. And improved the design a bit.
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c29c74b1d9
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@ -94,16 +94,20 @@ void VoxelMesher::add_buffer(Ref<VoxelBuffer> voxels) {
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}
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void VoxelMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
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ERR_FAIL_COND(mesh->get_array().size() == 0);
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Transform transform = Transform(Basis(rotation).scaled(scale), position);
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Transform local_transform = Transform(Basis(rotation).scaled(scale), position);
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add_mesh_data_resource_transform(mesh, transform);
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}
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void VoxelMesher::add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform) {
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ERR_FAIL_COND(mesh->get_array().size() == 0);
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Array verts = mesh->get_array().get(Mesh::ARRAY_VERTEX);
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for (int i = 0; i < verts.size(); ++i) {
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Vector3 vert = verts[i];
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vert = local_transform.xform(vert);
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vert = transform.xform(vert);
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add_vertex(vert);
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}
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@ -116,7 +120,7 @@ void VoxelMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vecto
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for (int i = 0; i < normals.size(); ++i) {
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Vector3 normal = normals[i];
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normal = local_transform.basis.xform(normal);
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normal = transform.basis.xform(normal);
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add_normal(normal);
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}
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@ -461,6 +465,7 @@ void VoxelMesher::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_buffer", "buffer"), &VoxelMesher::add_buffer);
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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()));
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ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform", "transform"), &VoxelMesher::add_mesh_data_resource_transform);
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ClassDB::bind_method(D_METHOD("bake_colors", "buffer"), &VoxelMesher::bake_colors);
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ClassDB::bind_method(D_METHOD("get_voxel_scale"), &VoxelMesher::get_voxel_scale);
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@ -37,6 +37,7 @@ public:
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void add_buffer(Ref<VoxelBuffer> voxels);
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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));
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void add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform);
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void bake_colors(Ref<VoxelBuffer> voxels);
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float get_voxel_scale() const;
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@ -369,6 +369,18 @@ void VoxelChunk::allocate_prop_mesh() {
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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)));
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}
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void VoxelChunk::process_prop_lights() {
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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));
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for (int i = 0; i < _props.size(); ++i) {
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VCPropData prop = _props[i];
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if (prop.prop.is_valid()) {
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process_prop_light(prop.prop, transform);
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}
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}
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}
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void VoxelChunk::process_props() {
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if (_prop_mesh_rid == RID()) {
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allocate_prop_mesh();
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@ -377,16 +389,18 @@ void VoxelChunk::process_props() {
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for (int i = 0; i < _props.size(); ++i) {
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VCPropData prop = _props[i];
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Transform transform(Basis(prop.rotation).scaled(prop.scale), prop.position);
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if (prop.mesh.is_valid()) {
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_mesher->add_mesh_data_resource(prop.mesh, prop.position, prop.rotation, prop.scale);
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_mesher->add_mesh_data_resource_transform(prop.mesh, transform);
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}
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if (prop.prop.is_valid()) {
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process_prop(prop.prop);
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process_prop(prop.prop, transform);
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}
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if (prop.scene.is_valid()) {
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spawn_prop(prop.scene, prop.position, prop.rotation, prop.scale);
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spawn_prop(prop.scene, transform);
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}
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}
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@ -395,7 +409,7 @@ void VoxelChunk::process_props() {
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_mesher->build_mesh(_prop_mesh_rid);
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}
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void VoxelChunk::process_prop(Ref<VoxelmanProp> prop, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
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void VoxelChunk::process_prop_light(Ref<VoxelmanProp> prop, const Transform transform) {
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ERR_FAIL_COND(!prop.is_valid());
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for (int i = 0; i < prop->get_prop_count(); ++i) {
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@ -404,32 +418,48 @@ void VoxelChunk::process_prop(Ref<VoxelmanProp> prop, const Vector3 position, co
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if (!data.is_valid())
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continue;
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Vector3 pos = position + data->get_position();
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Vector3 rot = (rotation + data->get_rotation()).normalized();
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Vector3 scl = scale * data->get_scale();
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Transform pt(Basis(data->get_rotation()).scaled(data->get_scale()), data->get_position());
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if (data->get_mesh().is_valid()) {
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_mesher->add_mesh_data_resource(data->get_mesh(), pos, rot, scl);
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}
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pt = transform * pt;
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if (data->get_has_light()) {
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Transform t = Transform(Basis(rot).scaled(scl), pos);
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Vector3 lp = t.xform_inv(Vector3());
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Vector3 lp = pt.xform_inv(Vector3());
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create_voxel_light(data->get_light_color(), data->get_light_size(), (int)lp.x, (int)lp.y, (int)lp.z);
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}
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if (data->get_prop().is_valid()) {
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process_prop_light(data->get_prop(), pt);
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}
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}
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}
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void VoxelChunk::process_prop(Ref<VoxelmanProp> prop, const Transform transform) {
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ERR_FAIL_COND(!prop.is_valid());
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for (int i = 0; i < prop->get_prop_count(); ++i) {
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Ref<VoxelmanPropData> data = prop->get_prop(i);
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if (!data.is_valid())
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continue;
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Transform pt(Basis(data->get_rotation()).scaled(data->get_scale()), data->get_position());
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if (data->get_mesh().is_valid()) {
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_mesher->add_mesh_data_resource_transform(data->get_mesh(), pt);
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}
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if (data->get_scene().is_valid()) {
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spawn_prop(data->get_scene(), pos, rot, scl);
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spawn_prop(data->get_scene(), pt);
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}
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if (data->get_prop().is_valid()) {
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process_prop(data->get_prop(), pos, rot, scl);
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process_prop(data->get_prop(), pt);
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}
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}
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}
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void VoxelChunk::spawn_prop(const Ref<PackedScene> scene, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
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void VoxelChunk::spawn_prop(const Ref<PackedScene> scene, const Transform transform) {
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ERR_FAIL_COND(!scene.is_valid());
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ERR_FAIL_COND(get_voxel_world() == NULL);
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@ -446,8 +476,6 @@ void VoxelChunk::spawn_prop(const Ref<PackedScene> scene, const Vector3 position
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ERR_FAIL_COND(spatial == NULL);
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Transform transform = Transform(Basis(rotation).scaled(scale), position);
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spatial->set_transform(transform);
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}
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@ -790,9 +818,11 @@ void VoxelChunk::_bind_methods() {
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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)));
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ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props);
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ClassDB::bind_method(D_METHOD("process_prop_lights"), &VoxelChunk::process_prop_lights);
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ClassDB::bind_method(D_METHOD("process_props"), &VoxelChunk::process_props);
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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)));
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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)));
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ClassDB::bind_method(D_METHOD("process_prop", "prop", "transform"), &VoxelChunk::process_prop, DEFVAL(Transform()));
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ClassDB::bind_method(D_METHOD("process_prop_light", "prop", "transform"), &VoxelChunk::process_prop_light, DEFVAL(Transform()));
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ClassDB::bind_method(D_METHOD("spawn_prop", "transform"), &VoxelChunk::spawn_prop, DEFVAL(Transform()));
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ClassDB::bind_method(D_METHOD("build_prop_meshes"), &VoxelChunk::build_prop_meshes);
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ClassDB::bind_method(D_METHOD("build_prop_collider"), &VoxelChunk::build_prop_collider);
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@ -107,9 +107,11 @@ public:
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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));
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void clear_props();
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void process_prop_lights();
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void process_props();
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void process_prop(Ref<VoxelmanProp> prop, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
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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));
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void process_prop(Ref<VoxelmanProp> prop, const Transform transform = Transform());
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void process_prop_light(Ref<VoxelmanProp> prop, const Transform transform = Transform());
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void spawn_prop(const Ref<PackedScene> scene, const Transform transform = Transform());
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void build_prop_meshes();
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void build_prop_collider();
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