Implemented liquid meshing.

This commit is contained in:
Relintai 2020-04-20 00:31:46 +02:00
parent 1c0854a845
commit 6e9a952a2a
5 changed files with 234 additions and 89 deletions

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@ -23,6 +23,7 @@ SOFTWARE.
#include "voxel_chunk_blocky.h"
#include "../../meshers/blocky/voxel_mesher_blocky.h"
#include "../../meshers/blocky/voxel_mesher_liquid_blocky.h"
#include "core/version.h"
@ -42,6 +43,7 @@ void VoxelChunkBlocky::_setup_channels() {
void VoxelChunkBlocky::_create_meshers() {
add_mesher(Ref<VoxelMesher>(memnew(VoxelMesherBlocky())));
add_liquid_mesher(Ref<VoxelMesher>(memnew(VoxelMesherLiquidBlocky())));
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _meshers.get(i);
@ -57,6 +59,21 @@ void VoxelChunkBlocky::_create_meshers() {
md->set_build_flags(get_build_flags());
}
}
for (int i = 0; i < _liquid_meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->set_lod_size(get_lod_size());
mesher->set_voxel_scale(get_voxel_scale());
Ref<VoxelMesherDefault> md = mesher;
if (md.is_valid()) {
md->set_build_flags(get_build_flags());
}
}
}
void VoxelChunkBlocky::_bind_methods() {

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@ -1068,6 +1068,15 @@ void VoxelChunkDefault::_build_phase(int phase) {
mesher->reset();
}
for (int i = 0; i < _liquid_meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->set_library(_library);
mesher->reset();
}
next_phase();
return;
@ -1081,6 +1090,14 @@ void VoxelChunkDefault::_build_phase(int phase) {
mesher->add_chunk(this);
}
for (int i = 0; i < _liquid_meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->add_chunk(this);
}
next_phase();
return;
@ -1099,7 +1116,15 @@ void VoxelChunkDefault::_build_phase(int phase) {
temp_arr_collider.append_array(mesher->build_collider());
}
if (temp_arr_collider.size() == 0) {
for (int i = 0; i < _liquid_meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
temp_arr_collider_liquid.append_array(mesher->build_collider());
}
if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0) {
next_phase();
return;
}
@ -1109,6 +1134,7 @@ void VoxelChunkDefault::_build_phase(int phase) {
return;
}
if (temp_arr_collider.size() != 0) {
if (!has_meshes(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_BODY)) {
create_colliders(MESH_INDEX_TERRARIN);
}
@ -1116,6 +1142,17 @@ void VoxelChunkDefault::_build_phase(int phase) {
PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_SHAPE), temp_arr_collider);
//temp_arr_collider.resize(0);
}
if (temp_arr_collider_liquid.size() != 0) {
if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_BODY)) {
create_colliders(MESH_INDEX_LIQUID);
}
PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid);
//temp_arr_collider_liquid.resize(0);
}
next_phase();
@ -1130,6 +1167,14 @@ void VoxelChunkDefault::_build_phase(int phase) {
mesher->set_library(_library);
}
for (int i = 0; i < _liquid_meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->set_library(_library);
}
if ((_build_flags & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _meshers.get(i);
@ -1138,6 +1183,14 @@ void VoxelChunkDefault::_build_phase(int phase) {
mesher->bake_colors(this);
}
for (int i = 0; i < _liquid_meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->bake_colors(this);
}
}
Ref<VoxelMesher> mesher;
@ -1158,11 +1211,28 @@ void VoxelChunkDefault::_build_phase(int phase) {
ERR_FAIL_COND(!mesher.is_valid());
if (mesher->get_vertex_count() == 0) {
Ref<VoxelMesher> liquid_mesher;
for (int i = 0; i < _liquid_meshers.size(); ++i) {
Ref<VoxelMesher> m = _liquid_meshers.get(i);
ERR_CONTINUE(!m.is_valid());
if (!liquid_mesher.is_valid()) {
liquid_mesher = m;
liquid_mesher->set_material(get_library()->get_material(0));
continue;
}
liquid_mesher->set_material(get_library()->get_material(0));
liquid_mesher->add_mesher(m);
}
if (mesher->get_vertex_count() == 0 && liquid_mesher.is_valid() && liquid_mesher->get_vertex_count() == 0) {
next_phase();
return;
}
if (mesher->get_vertex_count() != 0) {
RID mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0);
Array temp_mesh_arr = mesher->build_mesh();
@ -1249,6 +1319,27 @@ void VoxelChunkDefault::_build_phase(int phase) {
}
*/
}
}
if (liquid_mesher.is_valid() && liquid_mesher->get_vertex_count() != 0) {
RID mesh_rid = get_mesh_rid_index(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_MESH, 0);
Array temp_mesh_arr = liquid_mesher->build_mesh();
if (mesh_rid == RID()) {
create_meshes(MESH_INDEX_LIQUID, 1);
mesh_rid = get_mesh_rid_index(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_MESH, 0);
}
if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (_library->get_liquid_material(0).is_valid())
VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, _library->get_liquid_material(0)->get_rid());
}
next_phase();
@ -1277,12 +1368,6 @@ void VoxelChunkDefault::_build_phase(int phase) {
return;
}
/*
case BUILD_PHASE_LIQUID: {
next_phase();
return;
}
*/
case BUILD_PHASE_FINALIZE: {
update_transforms();
@ -1298,13 +1383,25 @@ void VoxelChunkDefault::_build_phase_process(int phase) {
void VoxelChunkDefault::_build_phase_physics_process(int phase) {
if (phase == BUILD_PHASE_TERRARIN_MESH_COLLIDER) {
if (!has_meshes(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_SHAPE)) {
if (temp_arr_collider.size() != 0) {
if (!has_meshes(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_BODY)) {
create_colliders(MESH_INDEX_TERRARIN);
}
PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_SHAPE), temp_arr_collider);
//temp_arr_collider.resize(0);
}
if (temp_arr_collider_liquid.size() != 0) {
if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_BODY)) {
create_colliders(MESH_INDEX_LIQUID);
}
PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid);
//temp_arr_collider_liquid.resize(0);
}
set_active_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
next_phase();

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@ -287,6 +287,7 @@ protected:
Array temp_array;
PoolVector<Vector3> temp_arr_collider;
PoolVector<Vector3> temp_arr_collider_liquid;
ActiveBuildPhaseType _active_build_phase_type;

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@ -239,6 +239,28 @@ int VoxelChunk::get_mesher_count() const {
return _meshers.size();
}
Ref<VoxelMesher> VoxelChunk::get_liquid_mesher(int index) const {
ERR_FAIL_INDEX_V(index, _liquid_meshers.size(), Ref<VoxelMesher>());
return _liquid_meshers.get(index);
}
void VoxelChunk::set_liquid_mesher(int index, const Ref<VoxelMesher> &mesher) {
ERR_FAIL_INDEX(index, _liquid_meshers.size());
_liquid_meshers.set(index, mesher);
}
void VoxelChunk::remove_liquid_mesher(const int index) {
ERR_FAIL_INDEX(index, _liquid_meshers.size());
_liquid_meshers.remove(index);
}
void VoxelChunk::add_liquid_mesher(const Ref<VoxelMesher> &mesher) {
_liquid_meshers.push_back(mesher);
}
int VoxelChunk::get_liquid_mesher_count() const {
return _liquid_meshers.size();
}
//Voxel Data
void VoxelChunk::setup_channels() {
ERR_FAIL_COND_MSG(!has_method("_setup_channels"), "VoxelChunk: _setup_channels() is missing! Please implement it!");

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@ -140,6 +140,13 @@ public:
void add_mesher(const Ref<VoxelMesher> &mesher);
int get_mesher_count() const;
//Liquid Meshers
Ref<VoxelMesher> get_liquid_mesher(const int index) const;
void set_liquid_mesher(const int index, const Ref<VoxelMesher> &mesher);
void remove_liquid_mesher(const int index);
void add_liquid_mesher(const Ref<VoxelMesher> &mesher);
int get_liquid_mesher_count() const;
//Channels
void setup_channels();
@ -250,6 +257,7 @@ protected:
Ref<VoxelmanLibrary> _library;
Vector<Ref<VoxelMesher> > _meshers;
Vector<Ref<VoxelMesher> > _liquid_meshers;
//mergeable props
Vector<Ref<VoxelChunkPropData> > _props;