mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-14 10:17:20 +01:00
Started reworking the mesher, and the cunk's interface.
This commit is contained in:
parent
6b4de4cf80
commit
4ad2faca86
@ -93,9 +93,11 @@ void VoxelMesher::add_buffer(Ref<VoxelBuffer> voxels) {
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call("_add_buffer", voxels);
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call("_add_buffer", voxels);
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}
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}
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void VoxelMesher::add_mesh_data_resource(Transform local_transform, Ref<MeshDataResource> mesh) {
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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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ERR_FAIL_COND(mesh->get_array().size() == 0);
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Transform local_transform = Transform(Basis(rotation).scaled(scale), position);
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Array verts = mesh->get_array().get(Mesh::ARRAY_VERTEX);
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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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for (int i = 0; i < verts.size(); ++i) {
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@ -458,7 +460,7 @@ void VoxelMesher::_bind_methods() {
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BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "VoxelBuffer")));
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BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "VoxelBuffer")));
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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_buffer", "buffer"), &VoxelMesher::add_buffer);
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ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "local_transform", "mesh"), &VoxelMesher::add_mesh_data_resource);
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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("bake_colors", "buffer"), &VoxelMesher::bake_colors);
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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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ClassDB::bind_method(D_METHOD("get_voxel_scale"), &VoxelMesher::get_voxel_scale);
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@ -36,7 +36,7 @@ public:
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void reset();
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void reset();
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void add_buffer(Ref<VoxelBuffer> voxels);
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void add_buffer(Ref<VoxelBuffer> voxels);
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void add_mesh_data_resource(Transform local_transform, Ref<MeshDataResource> mesh);
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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 bake_colors(Ref<VoxelBuffer> voxels);
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void bake_colors(Ref<VoxelBuffer> voxels);
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float get_voxel_scale() const;
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float get_voxel_scale() const;
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@ -158,7 +158,7 @@ void VoxelChunk::build() {
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_mesher->reset();
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_mesher->reset();
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if (_props.size() > 0) {
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if (_meshes.size() > 0) {
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build_prop_mesh();
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build_prop_mesh();
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if (get_create_collider()) {
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if (get_create_collider()) {
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@ -225,15 +225,6 @@ void VoxelChunk::remove_colliders() {
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}
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}
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}
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}
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void VoxelChunk::set_enabled(bool p_enabled) {
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_enabled = p_enabled;
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}
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bool VoxelChunk::is_enabled() const {
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return _enabled;
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}
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void VoxelChunk::add_lights(Array lights) {
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void VoxelChunk::add_lights(Array lights) {
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for (int i = 0; i < lights.size(); ++i) {
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for (int i = 0; i < lights.size(); ++i) {
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Ref<VoxelLight> light = Ref<VoxelLight>(lights.get(i));
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Ref<VoxelLight> light = Ref<VoxelLight>(lights.get(i));
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@ -323,18 +314,46 @@ void VoxelChunk::remove_meshes() {
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}
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}
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}
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}
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void VoxelChunk::add_prop(const Transform local_transform, const Ref<MeshDataResource> mesh) {
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void VoxelChunk::add_prop_mesh(const Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
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VCPropData data;
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VCPropData data;
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data.transform = local_transform;
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data.position = position;
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data.mesh_data = mesh;
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data.rotation = rotation;
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data.scale = scale;
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_props.push_back(data);
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data.mesh = mesh;
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_meshes.push_back(data);
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}
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}
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void VoxelChunk::add_prop_spawned(const Ref<PackedScene> scene, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
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VCPropData data;
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data.position = position;
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data.rotation = rotation;
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data.scale = scale;
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data.scene = scene;
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_meshes.push_back(data);
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}
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void VoxelChunk::add_prop(const Ref<VoxelmanProp> prop, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
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VCPropData data;
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data.position = position;
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data.rotation = rotation;
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data.scale = scale;
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data.mesh = prop;
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_meshes.push_back(prop);
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}
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void VoxelChunk::clear_props() {
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void VoxelChunk::clear_props() {
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_props.clear();
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_meshes.clear();
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}
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}
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void VoxelChunk::create_prop_mesh() {
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void VoxelChunk::allocate_prop_mesh() {
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ERR_FAIL_COND(_voxel_world == NULL);
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ERR_FAIL_COND(_voxel_world == NULL);
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ERR_FAIL_COND(!get_library().is_valid());
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ERR_FAIL_COND(!get_library().is_valid());
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ERR_FAIL_COND(!get_library()->get_prop_material().is_valid());
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ERR_FAIL_COND(!get_library()->get_prop_material().is_valid());
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@ -354,7 +373,7 @@ void VoxelChunk::create_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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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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}
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void VoxelChunk::remove_prop_mesh() {
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void VoxelChunk::free_prop_mesh() {
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if (_prop_mesh_instance_rid != RID()) {
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if (_prop_mesh_instance_rid != RID()) {
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VS::get_singleton()->free(_prop_mesh_instance_rid);
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VS::get_singleton()->free(_prop_mesh_instance_rid);
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VS::get_singleton()->free(_prop_mesh_rid);
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VS::get_singleton()->free(_prop_mesh_rid);
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@ -368,8 +387,8 @@ void VoxelChunk::build_prop_mesh() {
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create_prop_mesh();
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create_prop_mesh();
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}
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}
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for (int i = 0; i < _props.size(); ++i) {
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for (int i = 0; i < _meshes.size(); ++i) {
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_mesher->add_mesh_data_resource(_props[i].transform, _props[i].mesh_data);
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_mesher->add_mesh_data_resource(_meshes[i].transform, _meshes[i].mesh_data);
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}
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}
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_mesher->bake_colors(_buffer);
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_mesher->bake_colors(_buffer);
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@ -421,7 +440,7 @@ void VoxelChunk::add_spawned_prop(const Ref<PackedScene> scene) {
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get_voxel_world()->add_child(n);
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get_voxel_world()->add_child(n);
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n->set_owner(get_voxel_world());
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n->set_owner(get_voxel_world());
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_spawned_props.push_back(n);
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_spawned_meshes.push_back(n);
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}
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}
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void VoxelChunk::add_spawned_prop_spatial(const Transform transform, const Ref<PackedScene> scene) {
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void VoxelChunk::add_spawned_prop_spatial(const Transform transform, const Ref<PackedScene> scene) {
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ERR_FAIL_COND(!scene.is_valid());
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ERR_FAIL_COND(!scene.is_valid());
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@ -434,7 +453,7 @@ void VoxelChunk::add_spawned_prop_spatial(const Transform transform, const Ref<P
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get_voxel_world()->add_child(n);
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get_voxel_world()->add_child(n);
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n->set_owner(get_voxel_world());
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n->set_owner(get_voxel_world());
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_spawned_props.push_back(n);
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_spawned_meshes.push_back(n);
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Spatial *spatial = Object::cast_to<Spatial>(n);
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Spatial *spatial = Object::cast_to<Spatial>(n);
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@ -442,12 +461,12 @@ void VoxelChunk::add_spawned_prop_spatial(const Transform transform, const Ref<P
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spatial->set_transform(transform);
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spatial->set_transform(transform);
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}
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}
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void VoxelChunk::clear_spawned_props() {
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void VoxelChunk::clear_spawned_meshes() {
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for (int i = 0; i < _spawned_props.size(); ++i) {
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for (int i = 0; i < _spawned_meshes.size(); ++i) {
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_spawned_props[i]->queue_delete();
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_spawned_meshes[i]->queue_delete();
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}
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}
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_spawned_props.clear();
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_spawned_meshes.clear();
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}
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}
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void VoxelChunk::create_debug_immediate_geometry() {
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void VoxelChunk::create_debug_immediate_geometry() {
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@ -476,7 +495,7 @@ void VoxelChunk::free() {
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remove_colliders();
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remove_colliders();
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remove_prop_mesh();
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remove_prop_mesh();
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remove_prop_colliders();
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remove_prop_colliders();
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clear_spawned_props();
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clear_spawned_meshes();
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}
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}
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void VoxelChunk::draw_cross_voxels(Vector3 pos) {
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void VoxelChunk::draw_cross_voxels(Vector3 pos) {
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@ -681,14 +700,14 @@ void VoxelChunk::_bind_methods() {
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ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights);
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ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights);
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ClassDB::bind_method(D_METHOD("add_prop", "transform", "mesh"), &VoxelChunk::add_prop);
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ClassDB::bind_method(D_METHOD("add_prop", "transform", "mesh"), &VoxelChunk::add_prop);
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ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props);
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ClassDB::bind_method(D_METHOD("clear_meshes"), &VoxelChunk::clear_meshes);
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ClassDB::bind_method(D_METHOD("create_prop_mesh"), &VoxelChunk::create_prop_mesh);
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ClassDB::bind_method(D_METHOD("create_prop_mesh"), &VoxelChunk::create_prop_mesh);
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ClassDB::bind_method(D_METHOD("remove_prop_mesh"), &VoxelChunk::remove_prop_mesh);
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ClassDB::bind_method(D_METHOD("remove_prop_mesh"), &VoxelChunk::remove_prop_mesh);
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ClassDB::bind_method(D_METHOD("build_prop_mesh"), &VoxelChunk::build_prop_mesh);
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ClassDB::bind_method(D_METHOD("build_prop_mesh"), &VoxelChunk::build_prop_mesh);
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ClassDB::bind_method(D_METHOD("add_spawned_prop", "scene"), &VoxelChunk::add_spawned_prop);
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ClassDB::bind_method(D_METHOD("add_spawned_prop", "scene"), &VoxelChunk::add_spawned_prop);
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ClassDB::bind_method(D_METHOD("add_spawned_prop_spatial", "transform", "scene"), &VoxelChunk::add_spawned_prop_spatial);
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ClassDB::bind_method(D_METHOD("add_spawned_prop_spatial", "transform", "scene"), &VoxelChunk::add_spawned_prop_spatial);
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ClassDB::bind_method(D_METHOD("clear_spawned_props"), &VoxelChunk::clear_spawned_props);
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ClassDB::bind_method(D_METHOD("clear_spawned_meshes"), &VoxelChunk::clear_spawned_meshes);
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ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
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ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
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ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
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ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
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@ -26,6 +26,8 @@
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#include "voxel_buffer.h"
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#include "voxel_buffer.h"
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#include "../../entity_spell_system/meshes/mesh_data_resource.h"
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#include "../../entity_spell_system/meshes/mesh_data_resource.h"
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#include "../props/voxelman_prop.h"
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#include "../props/voxelman_prop_data.h"
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class VoxelChunk : public Reference {
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class VoxelChunk : public Reference {
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GDCLASS(VoxelChunk, Reference);
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GDCLASS(VoxelChunk, Reference);
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@ -87,36 +89,39 @@ public:
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void build_collider();
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void build_collider();
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void remove_colliders();
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void remove_colliders();
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void add_lights(Array lights);
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void add_lights(Array lights);
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void add_voxel_light(Ref<VoxelLight> light);
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void add_voxel_light(Ref<VoxelLight> light);
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void remove_voxel_light(Ref<VoxelLight> light);
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void remove_voxel_light(Ref<VoxelLight> light);
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void clear_voxel_lights();
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void clear_voxel_lights();
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void get_lights(Array lights);
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void append_lights(Array lights);
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Array get_lights();
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void bake_lights();
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void bake_lights();
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void bake_light(Ref<VoxelLight> light);
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void bake_light(Ref<VoxelLight> light);
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void clear_baked_lights();
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void clear_baked_lights();
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void create_meshes();
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void add_prop_mesh(const Ref<MeshDataResource> mesh, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
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void remove_meshes();
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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));
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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 add_prop(const Transform transform, const Ref<MeshDataResource> mesh);
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void clear_props();
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void clear_props();
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void create_prop_mesh();
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void remove_prop_mesh();
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void build_props();
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void build_prop_mesh();
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void build_prop_mesh();
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void create_prop_colliders();
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void build_prop_collider();
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void build_prop_collider();
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void remove_prop_colliders();
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void add_spawned_prop(const Ref<PackedScene> scene);
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void spawn_spawned_props();
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void add_spawned_prop_spatial(const Transform transform, const Ref<PackedScene> scene);
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void free_spawned_props();
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void clear_spawned_props();
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void allocate_main_mesh();
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void free_main_mesh();
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void allocate_prop_mesh();
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void free_prop_mesh();
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void allocate_prop_colliders();
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void free_prop_colliders();
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void create_debug_immediate_geometry();
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void create_debug_immediate_geometry();
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void free_debug_immediate_geometry();
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void free_debug_immediate_geometry();
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@ -133,8 +138,13 @@ public:
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protected:
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protected:
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struct VCPropData {
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struct VCPropData {
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Transform transform;
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Vector3 position;
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Ref<MeshDataResource> mesh_data;
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Vector3 rotation;
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Vector3 scale;
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Ref<MeshDataResource> mesh;
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Ref<VoxelmanProp> prop;
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Ref<PackedScene> scene;
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};
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};
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protected:
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protected:
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