Progress on getting voxelman to work again, also cleanups.

This commit is contained in:
Relintai 2019-06-07 01:33:41 +02:00
parent 7b99cff1dd
commit 9fb6a4e1c1
10 changed files with 763 additions and 121 deletions

2
SCsub
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@ -17,3 +17,5 @@ env.add_source_files(env.modules_sources,"meshers/transvoxel_tables.cpp")
env.add_source_files(env.modules_sources,"utility/marching_cubes_voxel_query.cpp")
env.add_source_files(env.modules_sources,"world/voxel_buffer.cpp")
env.add_source_files(env.modules_sources,"world/voxel_world.cpp")
env.add_source_files(env.modules_sources,"world/voxel_chunk.cpp")

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@ -3,13 +3,6 @@
VoxelMesher::VoxelMesher(Ref<VoxelmanLibrary> library) {
_library = library;
_vertices = memnew(Vector<Vector3>());
_normals = memnew(Vector<Vector3>());
_colors = memnew(Vector<Color>());
_uvs = memnew(Vector<Vector2>());
_indices = memnew(Vector<int>());
_bones = memnew(Vector<int>());
_debug_voxel_face = false;
size = (float)1;
vertexOffset = Vector3((float)0.5, (float)0.5, (float)0.5);
@ -18,13 +11,6 @@ VoxelMesher::VoxelMesher(Ref<VoxelmanLibrary> library) {
}
VoxelMesher::VoxelMesher() {
_vertices = memnew(Vector<Vector3>());
_normals = memnew(Vector<Vector3>());
_colors = memnew(Vector<Color>());
_uvs = memnew(Vector<Vector2>());
_indices = memnew(Vector<int>());
_bones = memnew(Vector<int>());
_debug_voxel_face = false;
size = (float)1;
vertexOffset = Vector3((float)0.5, (float)0.5, (float)0.5);
@ -33,12 +19,12 @@ VoxelMesher::VoxelMesher() {
}
VoxelMesher::~VoxelMesher() {
memdelete(_vertices);
memdelete(_normals);
memdelete(_colors);
memdelete(_uvs);
memdelete(_indices);
memdelete(_bones);
_vertices.clear();
_normals.clear();
_colors.clear();
_uvs.clear();
_indices.clear();
_bones.clear();
memdelete(_surface_tool);
}
@ -46,26 +32,26 @@ Ref<ArrayMesh> VoxelMesher::build_mesh() {
_surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
_surface_tool->set_material(_library->get_material());
int len = _vertices->size();
int len = _vertices.size();
for (int i = 0; i < len; ++i) {
if (_normals->size() > 0) {
_surface_tool->add_normal(_normals->get(i));
if (_normals.size() > 0) {
_surface_tool->add_normal(_normals.get(i));
}
if (_colors->size() > 0) {
_surface_tool->add_color(_colors->get(i));
if (_colors.size() > 0) {
_surface_tool->add_color(_colors.get(i));
}
if (_uvs->size() > 0) {
_surface_tool->add_uv(_uvs->get(i));
if (_uvs.size() > 0) {
_surface_tool->add_uv(_uvs.get(i));
}
_surface_tool->add_vertex(_vertices->get(i));
_surface_tool->add_vertex(_vertices.get(i));
}
for (int i = 0; i < _indices->size(); ++i) {
_surface_tool->add_index(_indices->get(i));
for (int i = 0; i < _indices.size(); ++i) {
_surface_tool->add_index(_indices.get(i));
}
_surface_tool->generate_normals();
@ -76,12 +62,12 @@ Ref<ArrayMesh> VoxelMesher::build_mesh() {
}
void VoxelMesher::reset() {
_vertices->clear();
_normals->clear();
_colors->clear();
_uvs->clear();
_indices->clear();
_bones->clear();
_vertices.clear();
_normals.clear();
_colors.clear();
_uvs.clear();
_indices.clear();
_bones.clear();
}
void VoxelMesher::create_mesh_for_marching_cubes_query(Ref<MarchingCubesVoxelQuery> query) {
@ -91,49 +77,33 @@ void VoxelMesher::create_mesh_for_marching_cubes_query(Ref<MarchingCubesVoxelQue
call("_create_mesh_for_marching_cubes_query", query);
}
/*
void VoxelMesher::add_voxels(Hash3DMap<Ref<Voxel> > *voxels) {
ERR_FAIL_COND(!has_method("_add_voxels"));
Array arr;
const int *k = NULL;
while (k = voxels->next(k)) {
Ref<Voxel> v = voxels->get(*k);
arr.append(v);
}
call("_add_voxels", arr);
}*/
void VoxelMesher::add_voxel(Ref<Voxel> voxels) {
void VoxelMesher::add_buffer(Ref<VoxelBuffer> voxels) {
ERR_FAIL_COND(!has_method("_add_voxel"));
call("_add_voxel", voxels);
}
void VoxelMesher::create_trimesh_shape(Ref<ConcavePolygonShape> shape) const {
if (_vertices->size() == 0)
if (_vertices.size() == 0)
return;
PoolVector<Vector3> face_points;
if (_indices->size() == 0) {
if (_indices.size() == 0) {
//face_points.resize(_vertices->size());
//face_points.resize(_vertices.size());
int len = (_vertices->size() / 4);
int len = (_vertices.size() / 4);
for (int i = 0; i < len; ++i) {
face_points.push_back(_vertices->get(i * 4));
face_points.push_back(_vertices->get((i * 4) + 2));
face_points.push_back(_vertices->get((i * 4) + 1));
face_points.push_back(_vertices.get(i * 4));
face_points.push_back(_vertices.get((i * 4) + 2));
face_points.push_back(_vertices.get((i * 4) + 1));
face_points.push_back(_vertices->get(i * 4));
face_points.push_back(_vertices->get((i * 4) + 3));
face_points.push_back(_vertices->get((i * 4) + 2));
face_points.push_back(_vertices.get(i * 4));
face_points.push_back(_vertices.get((i * 4) + 3));
face_points.push_back(_vertices.get((i * 4) + 2));
}
shape->set_faces(face_points);
@ -141,31 +111,32 @@ void VoxelMesher::create_trimesh_shape(Ref<ConcavePolygonShape> shape) const {
return;
}
face_points.resize(_indices->size());
face_points.resize(_indices.size());
for (int i = 0; i < face_points.size(); i++) {
face_points.set(i, _vertices->get(_indices->get(i)));
face_points.set(i, _vertices.get(_indices.get(i)));
}
shape->set_faces(face_points);
}
void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *lights) {
void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &lights) {
ERR_FAIL_COND(node == NULL);
Color darkColor(0, 0, 0, 1);
for (int v = 0; v < _vertices->size(); ++v) {
for (int v = 0; v < _vertices.size(); ++v) {
Vector3 vet = _vertices->get(v);
Vector3 vet = _vertices.get(v);
Vector3 vertex = node->to_global(vet);
//grab normal
Vector3 normal = _normals->get(v);
Vector3 normal = _normals.get(v);
Vector3 v_lightDiffuse;
//calculate the lights value
for (int i = 0; i < lights->size(); ++i) {
Ref<VoxelLight> light = lights->get(i);
for (int i = 0; i < lights.size(); ++i) {
Ref<VoxelLight> light = lights.get(i);
Vector3 lightDir = light->get_world_position() - vertex;
@ -199,7 +170,7 @@ void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *ligh
v_lightDiffuse += value;*/
}
Color f = _colors->get(v);
Color f = _colors.get(v);
//Color f = darkColor;
Vector3 cv2(f.r, f.g, f.b);
@ -226,7 +197,7 @@ void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *ligh
//f.g = v_lightDiffuse.y;
//f.b = v_lightDiffuse.z;
_colors->set(v, f);
_colors.set(v, f);
}
// for (int i = 0; i < _colors->size(); ++i) {
@ -235,111 +206,110 @@ void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *ligh
}
Vector<Vector3> *VoxelMesher::get_vertices() {
return _vertices;
return &_vertices;
}
int VoxelMesher::get_vertex_count() {
return _vertices->size();
return _vertices.size();
}
void VoxelMesher::add_vertex(Vector3 vertex) {
_vertices->push_back(vertex);
_vertices.push_back(vertex);
}
Vector3 VoxelMesher::get_vertex(int idx) {
return _vertices->get(idx);
return _vertices.get(idx);
}
void VoxelMesher::remove_vertex(int idx) {
_vertices->remove(idx);
_vertices.remove(idx);
}
Vector<Vector3> *VoxelMesher::get_normals() {
return _normals;
return &_normals;
}
int VoxelMesher::get_normal_count() {
return _normals->size();
return _normals.size();
}
void VoxelMesher::add_normal(Vector3 normal) {
_normals->push_back(normal);
_normals.push_back(normal);
}
Vector3 VoxelMesher::get_normal(int idx) {
return _normals->get(idx);
return _normals.get(idx);
}
void VoxelMesher::remove_normal(int idx) {
_normals->remove(idx);
_normals.remove(idx);
}
Vector<Color> *VoxelMesher::get_colors() {
return _colors;
return &_colors;
}
int VoxelMesher::get_color_count() {
return _colors->size();
return _colors.size();
}
void VoxelMesher::add_color(Color color) {
_colors->push_back(color);
_colors.push_back(color);
}
Color VoxelMesher::get_color(int idx) {
return _colors->get(idx);
return _colors.get(idx);
}
void VoxelMesher::remove_color(int idx) {
_colors->remove(idx);
_colors.remove(idx);
}
Vector<Vector2> *VoxelMesher::get_uvs() {
return _uvs;
return &_uvs;
}
int VoxelMesher::get_uv_count() {
return _uvs->size();
return _uvs.size();
}
void VoxelMesher::add_uv(Vector2 uv) {
_uvs->push_back(uv);
_uvs.push_back(uv);
}
Vector2 VoxelMesher::get_uv(int idx) {
return _uvs->get(idx);
return _uvs.get(idx);
}
void VoxelMesher::remove_uv(int idx) {
_uvs->remove(idx);
_uvs.remove(idx);
}
Vector<int> *VoxelMesher::get_indices() {
return _indices;
return &_indices;
}
int VoxelMesher::get_indices_count() {
return _indices->size();
return _indices.size();
}
void VoxelMesher::add_indices(int index) {
_indices->push_back(index);
_indices.push_back(index);
}
int VoxelMesher::get_indice(int idx) {
return _indices->get(idx);
return _indices.get(idx);
}
void VoxelMesher::remove_indices(int idx) {
_indices->remove(idx);
_indices.remove(idx);
}
void VoxelMesher::_bind_methods() {
//BIND_VMETHOD(MethodInfo("_build_mesh", PropertyInfo(Variant::BOOL, "recal", PROPERTY_HINT_RESOURCE_TYPE, "SpellCastInfo")));
BIND_VMETHOD(MethodInfo("_add_voxels", PropertyInfo(Variant::ARRAY, "voxels")));
BIND_VMETHOD(MethodInfo("_add_voxel", PropertyInfo(Variant::OBJECT, "voxel", PROPERTY_HINT_RESOURCE_TYPE, "Voxel")));
BIND_VMETHOD(MethodInfo("_add_voxels", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "VoxelBuffer")));
BIND_VMETHOD(MethodInfo("_create_mesh_for_marching_cubes_query", PropertyInfo(Variant::OBJECT, "query", PROPERTY_HINT_RESOURCE_TYPE, "MarchingCubesVoxelQuery")));
ClassDB::bind_method(D_METHOD("get_library"), &VoxelMesher::get_library);

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@ -17,9 +17,8 @@
#include "../library/voxelman_library.h"
#include "../math/vector3i.h"
#include "../data/voxel.h"
#include "../library/voxelman_library.h"
#include "../utility/marching_cubes_voxel_query.h"
#include "../world/voxel_buffer.h"
const double PI_2 = 3.141592653589793238463 / 2;
const double PI = 3.141592653589793238463;
@ -36,12 +35,11 @@ public:
void reset();
//void add_voxels(Hash3DMap<Ref<Voxel> > *voxels);
void add_voxel(Ref<Voxel> voxels);
void add_buffer(Ref<VoxelBuffer> voxels);
void create_mesh_for_marching_cubes_query(Ref<MarchingCubesVoxelQuery> query);
void create_trimesh_shape(Ref<ConcavePolygonShape> shape) const;
void bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *lights);
void bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &lights);
Ref<ArrayMesh> build_mesh();
@ -83,12 +81,12 @@ protected:
static void _bind_methods();
private:
Vector<Vector3> *_vertices;
Vector<Vector3> *_normals;
Vector<Color> *_colors;
Vector<Vector2> *_uvs;
Vector<int> *_indices;
Vector<int> *_bones;
Vector<Vector3> _vertices;
Vector<Vector3> _normals;
Vector<Color> _colors;
Vector<Vector2> _uvs;
Vector<int> _indices;
Vector<int> _bones;
Ref<VoxelmanLibrary> _library;

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@ -11,6 +11,8 @@
#include "utility/marching_cubes_voxel_query.h"
#include "world/voxel_buffer.h"
#include "world/voxel_world.h"
#include "world/voxel_chunk.h"
void register_voxelman_types() {
ClassDB::register_class<VoxelMesher>();
@ -27,6 +29,8 @@ void register_voxelman_types() {
ClassDB::register_class<MarchingCubesVoxelQuery>();
ClassDB::register_class<VoxelBuffer>();
ClassDB::register_class<VoxelWorld>();
ClassDB::register_class<VoxelChunk>();
}
void unregister_voxelman_types() {

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@ -329,12 +329,11 @@ void VoxelBuffer::_bind_methods() {
BIND_ENUM_CONSTANT(CHANNEL_TYPE);
BIND_ENUM_CONSTANT(CHANNEL_ISOLEVEL);
BIND_ENUM_CONSTANT(CHANNEL_LIGHT_COLOR_R);
BIND_ENUM_CONSTANT(CHANNEL_LIGHT_COLOR_G);
BIND_ENUM_CONSTANT(CHANNEL_LIGHT_COLOR_B);
BIND_ENUM_CONSTANT(CHANNEL_DATA1);
BIND_ENUM_CONSTANT(CHANNEL_DATA2);
BIND_ENUM_CONSTANT(CHANNEL_DATA3);
BIND_ENUM_CONSTANT(CHANNEL_DATA4);
BIND_ENUM_CONSTANT(CHANNEL_DATA5);
BIND_ENUM_CONSTANT(CHANNEL_DATA6);
BIND_ENUM_CONSTANT(CHANNEL_DATA7);
BIND_ENUM_CONSTANT(MAX_CHANNELS);
}

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@ -35,12 +35,11 @@ public:
enum ChannelId {
CHANNEL_TYPE = 0,
CHANNEL_ISOLEVEL,
CHANNEL_LIGHT_COLOR_R,
CHANNEL_LIGHT_COLOR_G,
CHANNEL_LIGHT_COLOR_B,
CHANNEL_DATA1,
CHANNEL_DATA2,
CHANNEL_DATA3,
CHANNEL_DATA4,
CHANNEL_DATA5,
CHANNEL_DATA6,
CHANNEL_DATA7,
// Arbitrary value, 8 should be enough. Tweak for your needs.
MAX_CHANNELS
};

497
world/voxel_chunk.cpp Normal file
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@ -0,0 +1,497 @@
#include "voxel_chunk.h"
NodePath VoxelChunk::get_library_path() {
return _library_path;
}
void VoxelChunk::set_library_path(NodePath value) {
_library_path = value;
}
NodePath VoxelChunk::get_mesh_instance_path() {
return _mesh_instance_path;
}
void VoxelChunk::set_mesh_instance_path(NodePath value) {
_mesh_instance_path = value;
}
Ref<VoxelmanLibrary> VoxelChunk::get_library() {
return _library;
}
void VoxelChunk::set_library(Ref<VoxelmanLibrary> value) {
_library = value;
}
float VoxelChunk::get_voxel_scale() {
return _voxel_scale;
}
void VoxelChunk::set_voxel_scale(float value) {
_voxel_scale = value;
}
Ref<VoxelMesher> VoxelChunk::get_mesher() const {
return _mesher;
}
void VoxelChunk::set_mesher(Ref<VoxelMesher> mesher) {
_mesher = mesher;
}
bool VoxelChunk::get_build_mesh() {
return _build_mesh;
}
void VoxelChunk::set_build_mesh(bool value) {
_build_mesh = value;
}
bool VoxelChunk::get_create_collider() {
return _create_collider;
}
void VoxelChunk::set_create_collider(bool value) {
_create_collider = value;
}
bool VoxelChunk::get_bake_lights() {
return _bake_lights;
}
void VoxelChunk::set_bake_lights(bool value) {
_bake_lights = value;
}
bool VoxelChunk::get_bake_ambient_occlusion() {
return _bake_ambient_occlusion;
}
void VoxelChunk::set_bake_ambient_occlusion(bool value) {
_bake_ambient_occlusion = value;
}
float VoxelChunk::get_ao_radius() {
return _ao_radius;
}
void VoxelChunk::set_ao_radius(float value) {
_ao_radius = value;
}
float VoxelChunk::get_ao_intensity() {
return _ao_intensity;
}
void VoxelChunk::set_ao_intensity(float value) {
_ao_intensity = value;
}
int VoxelChunk::get_ao_sample_count() {
return _ao_sample_count;
}
void VoxelChunk::set_ao_sample_count(int value) {
_ao_sample_count = value;
}
NodePath VoxelChunk::get_debug_drawer_path() {
return _debug_drawer_path;
}
void VoxelChunk::set_debug_drawer_path(NodePath value) {
_debug_drawer_path = value;
}
Ref<VoxelBuffer> VoxelChunk::get_buffer() const {
return _buffer;
}
void VoxelChunk::clear() {
_voxel_lights.clear();
}
void VoxelChunk::build() {
ERR_FAIL_COND(!_library.is_valid());
ERR_FAIL_COND(!_mesher.is_valid());
_mesher->set_library(_library);
if (_debug_drawer == NULL) {
Node *n = get_node(_debug_drawer_path);
if (n != NULL) {
_debug_drawer = Object::cast_to<ImmediateGeometry>(n);
}
}
_mesher->add_buffer(_buffer);
if (get_build_mesh()) {
ERR_FAIL_COND(!has_method("_build_mesh"));
call("_build_mesh");
finalize_mesh();
}
if (get_create_collider()) {
update_collider();
}
}
void VoxelChunk::finalize_mesh() {
_mesher->set_library(_library);
Node *node = get_node(_mesh_instance_path);
if (node != NULL) {
_mesh_instance = Object::cast_to<MeshInstance>(node);
if (_mesh_instance != NULL) {
//if (get_bake_ambient_occlusion()) {
// set_enabled(true);
//} else {
Ref<ArrayMesh> mesh = get_mesher()->build_mesh();
_mesh_instance->set_mesh(mesh);
//}
}
}
}
void VoxelChunk::update_collider() {
//_mesh_instance->create_trimesh_collision();
//StaticBody *static_body = Object::cast_to<StaticBody>(create_trimesh_collision_node());
StaticBody *static_body = create_trimesh_collision_node();
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body);
if (get_owner()) {
CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
static_body->set_owner(get_owner());
cshape->set_owner(get_owner());
}
}
StaticBody *VoxelChunk::create_trimesh_collision_node() {
Ref<ConcavePolygonShape> shape = memnew(ConcavePolygonShape);
_mesher->create_trimesh_shape(shape);
StaticBody *static_body = memnew(StaticBody);
CollisionShape *cshape = memnew(CollisionShape);
cshape->set_shape(shape);
static_body->add_child(cshape);
return static_body;
}
void VoxelChunk::query_marching_cubes_data(Ref<MarchingCubesVoxelQuery> query) {
ERR_FAIL_COND(!query.is_valid());
Vector3i position = query->get_position();
int size = query->get_size();
/*
query->set_entries(Ref<Voxel>(_VoxelChunk->getptr(position)), Ref<Voxel>(_VoxelChunk->getptr(Vector3i(size, 0, 0) + position)),
Ref<Voxel>(_VoxelChunk->getptr(Vector3i(0, size, 0) + position)), Ref<Voxel>(_VoxelChunk->getptr(Vector3i(size, size, 0) + position)),
Ref<Voxel>(_VoxelChunk->getptr(Vector3i(0, 0, size) + position)), Ref<Voxel>(_VoxelChunk->getptr(Vector3i(size, 0, size) + position)),
Ref<Voxel>(_VoxelChunk->getptr(Vector3i(0, size, size) + position)), Ref<Voxel>(_VoxelChunk->getptr(Vector3i(size, size, size) + position)));*/
}
void VoxelChunk::create_mesh_for_marching_cubes_query(Ref<MarchingCubesVoxelQuery> query) {
ERR_FAIL_COND(!query.is_valid());
ERR_FAIL_COND(!_mesher.is_valid());
_mesher->create_mesh_for_marching_cubes_query(query);
}
void VoxelChunk::set_enabled(bool p_enabled) {
_enabled = p_enabled;
if (is_inside_tree())
set_physics_process_internal(p_enabled);
}
bool VoxelChunk::is_enabled() const {
return _enabled;
}
void VoxelChunk::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (!_mesher.is_valid()) {
if (has_method("_create_mesher")) {
call("_create_mesher");
if (!Engine::get_singleton()->is_editor_hint()) {
ERR_FAIL_COND(!_mesher.is_valid());
}
} else {
_mesher = Ref<VoxelMesher>(memnew(VoxelMesher()));
}
}
} break;
case NOTIFICATION_EXIT_TREE: {
//if (_mesher != NULL) {
// memdelete(_mesher);
//}
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
//if (!_enabled)
// break;
//if (_mesh_instance != NULL) {
// if (get_bake_ambient_occlusion()) {
//get_mesher()->calculate_vertex_ambient_occlusion(_mesh_instance, get_ao_radius(), get_ao_intensity(), get_ao_sample_count());
// }
//Ref<ArrayMesh> mesh = get_mesher()->build_mesh();
//_mesh_instance->set_mesh(mesh);
//}
//set_enabled(false);
} break;
}
}
void VoxelChunk::add_voxel_light_bind(Vector3 position, Color color, float strength) {
add_voxel_light(position, color, strength);
}
Ref<VoxelLight> VoxelChunk::add_voxel_light(Vector3i position, Color color, float strength, Vector3 offset) {
Vector3 pos(position.x, position.y, position.z);
Ref<VoxelLight> light = Ref<VoxelLight>(memnew(VoxelLight(position, color, strength, to_global(pos + Vector3((float)0.5, (float)0.5, (float)0.5) * _voxel_scale), offset)));
_voxel_lights.push_back(light);
return light;
}
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(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) {
Node *n = get_node(_debug_drawer_path);
if (n != NULL) {
_debug_drawer = Object::cast_to<ImmediateGeometry>(n);
}
}
ERR_FAIL_COND(_debug_drawer == NULL);
//if (_debug_drawer->emt)
_debug_drawer->clear();
_debug_drawer->begin(Mesh::PRIMITIVE_LINES);
_debug_drawer->set_color(color);
HashMap<int, Ref<Voxel> > *map = _voxels->get_map();
ERR_FAIL_COND(map == NULL);
const int *k = NULL;
//Vector3 pos = get_transform().get_origin();
int a = 0;
while ((k = map->next(k))) {
Ref<Voxel> v = map->get(*k);
ERR_FAIL_COND(!v.is_valid());
Vector3i lp = v->get_local_position();
//print_error(Vector3(lp.x, lp.y, lp.z));
draw_cross_voxels(Vector3(lp.x + 0.5, lp.y + 0.5, lp.z + 0.5), v->get_fill() / 255.0);
a++;
if (a > max) {
break;
}
}
//for (int x = 0; x < 30; x++) {
// for (int y = 0; y < 30; y++) {
// for (int z = 0; z < 30; z++) {
//draw_cross_voxels(Vector3(x, y, z));
//
// }
// }
//}
//_debug_drawer->add_sphere(4, 4, 0.5, true);
_debug_drawer->end();*/
}
void VoxelChunk::draw_debug_voxel_lights(int max, bool localPosition) {
/*
if (_debug_drawer == NULL) {
Node *n = get_node(_debug_drawer_path);
if (n != NULL) {
_debug_drawer = Object::cast_to<ImmediateGeometry>(n);
}
}
if (_debug_drawer == NULL) {
return;
}
_debug_drawer->clear();
_debug_drawer->begin(Mesh::PrimitiveType::PRIMITIVE_LINES);
_debug_drawer->set_color(Color(1, 1, 1));
const int *k = NULL;
Vector3 pos = get_transform().get_origin();
int a = 0;
while ((k = _voxel_lights->next(k))) {
Ref<VoxelLight> v = _voxel_lights->get(*k);
if (localPosition) {
Vector3i lp = v->get_local_position();
draw_cross_voxels(pos + Vector3(lp.x, lp.y, lp.z), (float)v->get_strength() / (float)10);
} else {
Vector3i wp = v->get_world_position();
draw_cross_voxels(pos + Vector3(wp.x, wp.y, wp.z), (float)v->get_strength() / (float)10);
}
++a;
if (a > max) {
break;
}
}
_debug_drawer->end();*/
}
void VoxelChunk::_bind_methods() {
BIND_VMETHOD(MethodInfo("_create_mesher"));
BIND_VMETHOD(MethodInfo("_build_mesh"));
ClassDB::bind_method(D_METHOD("get_library_path"), &VoxelChunk::get_library_path);
ClassDB::bind_method(D_METHOD("set_library_path", "value"), &VoxelChunk::set_library_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "library_path"), "set_library_path", "get_library_path");
ClassDB::bind_method(D_METHOD("get_mesh_instance_path"), &VoxelChunk::get_mesh_instance_path);
ClassDB::bind_method(D_METHOD("set_mesh_instance_path", "value"), &VoxelChunk::set_mesh_instance_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "mesh_instance_path"), "set_mesh_instance_path", "get_mesh_instance_path");
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_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_buffer"), &VoxelChunk::get_buffer);
ADD_GROUP("Meshing", "meshing");
ClassDB::bind_method(D_METHOD("meshing_get_build_mesh"), &VoxelChunk::get_build_mesh);
ClassDB::bind_method(D_METHOD("meshing_set_build_mesh", "value"), &VoxelChunk::set_build_mesh);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_build_mesh"), "meshing_set_build_mesh", "meshing_get_build_mesh");
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");
ClassDB::bind_method(D_METHOD("meshing_get_bake_ambient_occlusion"), &VoxelChunk::get_bake_ambient_occlusion);
ClassDB::bind_method(D_METHOD("meshing_set_bake_ambient_occlusion", "value"), &VoxelChunk::set_bake_ambient_occlusion);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_bake_ambient_occlusion"), "meshing_set_bake_ambient_occlusion", "meshing_get_bake_ambient_occlusion");
ADD_GROUP("Settings", "setting");
ClassDB::bind_method(D_METHOD("get_debug_drawer_path"), &VoxelChunk::get_debug_drawer_path);
ClassDB::bind_method(D_METHOD("set_debug_drawer_path", "value"), &VoxelChunk::set_debug_drawer_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "debug_drawer_path"), "set_debug_drawer_path", "get_debug_drawer_path");
ADD_GROUP("Ambient Occlusion", "ao");
ClassDB::bind_method(D_METHOD("get_ao_radius"), &VoxelChunk::get_ao_radius);
ClassDB::bind_method(D_METHOD("set_ao_radius", "value"), &VoxelChunk::set_ao_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_radius"), "set_ao_radius", "get_ao_radius");
ClassDB::bind_method(D_METHOD("get_ao_intensity"), &VoxelChunk::get_ao_intensity);
ClassDB::bind_method(D_METHOD("set_ao_intensity", "value"), &VoxelChunk::set_ao_intensity);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_intensity"), "set_ao_intensity", "get_ao_intensity");
ClassDB::bind_method(D_METHOD("get_ao_sample_count"), &VoxelChunk::get_ao_sample_count);
ClassDB::bind_method(D_METHOD("set_ao_sample_count", "value"), &VoxelChunk::set_ao_sample_count);
ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_sample_count"), "set_ao_sample_count", "get_ao_sample_count");
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");
ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
ClassDB::bind_method(D_METHOD("clear"), &VoxelChunk::clear);
ClassDB::bind_method(D_METHOD("query_marching_cubes_data", "query"), &VoxelChunk::query_marching_cubes_data);
ClassDB::bind_method(D_METHOD("create_mesh_for_marching_cubes_query", "query"), &VoxelChunk::create_mesh_for_marching_cubes_query);
ClassDB::bind_method(D_METHOD("draw_debug_voxels", "max"), &VoxelChunk::draw_debug_voxels, DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights", "max", "localPosition"), &VoxelChunk::draw_debug_voxel_lights);
}
VoxelChunk::VoxelChunk() {
_build_mesh = true;
_create_collider = true;
_bake_lights = true;
_bake_ambient_occlusion = true;
_ao_radius = 6;
_ao_intensity = 1;
_ao_sample_count = 5;
_voxel_scale = 1;
_buffer.instance();
_debug_drawer = NULL;
}
VoxelChunk::~VoxelChunk() {
_voxel_lights.clear();
if (_mesher.is_valid()) {
_mesher.unref();
}
_buffer.unref();
_debug_drawer = NULL;
}

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#ifndef VOXEL_CHUNK_H
#define VOXEL_CHUNK_H
#include "core/engine.h"
#include "core/object.h"
#include "core/ustring.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/spatial.h"
#include "scene/3d/collision_shape.h"
#include "scene/3d/physics_body.h"
#include "scene/resources/concave_polygon_shape.h"
#include "../data/voxel.h"
#include "../data/voxel_light.h"
#include "../meshers/voxel_mesher.h"
#include "../library/voxel_surface.h"
#include "../library/voxelman_library.h"
#include "../utility/marching_cubes_voxel_query.h"
#include "voxel_buffer.h"
class VoxelChunk : public Spatial {
GDCLASS(VoxelChunk, Spatial);
public:
NodePath get_library_path();
void set_library_path(NodePath value);
NodePath get_mesh_instance_path();
void set_mesh_instance_path(NodePath value);
Ref<VoxelmanLibrary> get_library();
void set_library(Ref<VoxelmanLibrary> value);
float get_voxel_scale();
void set_voxel_scale(float value);
Ref<VoxelMesher> get_mesher() const;
void set_mesher(Ref<VoxelMesher> mesher);
bool get_build_mesh();
void set_build_mesh(bool value);
bool get_create_collider();
void set_create_collider(bool value);
bool get_bake_lights();
void set_bake_lights(bool value);
bool get_bake_ambient_occlusion();
void set_bake_ambient_occlusion(bool value);
float get_ao_radius();
void set_ao_radius(float value);
float get_ao_intensity();
void set_ao_intensity(float value);
int get_ao_sample_count();
void set_ao_sample_count(int value);
NodePath get_debug_drawer_path();
void set_debug_drawer_path(NodePath value);
Ref<VoxelBuffer> get_buffer() const;
void finalize_mesh();
void clear();
void build();
void update_collider();
void set_enabled(bool p_enabled);
bool is_enabled() const;
Ref<VoxelLight> add_voxel_light(Vector3i position, Color color, float strength, Vector3 offset = Vector3());
void add_voxel_light_bind(Vector3 position, Color color, float strength);
StaticBody *create_trimesh_collision_node();
void query_marching_cubes_data(Ref<MarchingCubesVoxelQuery> query);
void create_mesh_for_marching_cubes_query(Ref<MarchingCubesVoxelQuery> query);
VoxelChunk();
virtual ~VoxelChunk();
void draw_debug_voxels(int max, Color color = Color(1, 1, 1));
void draw_debug_voxel_lights(int max, bool localPosition = false);
void draw_cross_voxels(Vector3 pos);
void draw_cross_voxels(Vector3 pos, float fill);
protected:
static void _bind_methods();
void _notification(int p_what);
bool _enabled;
Ref<VoxelBuffer> _buffer;
Vector<Ref<VoxelLight> > _voxel_lights;
float _voxel_scale;
NodePath _library_path;
Ref<VoxelmanLibrary> _library;
NodePath _mesh_instance_path;
MeshInstance *_mesh_instance;
Ref<ArrayMesh> _mesh;
Ref<VoxelMesher> _mesher;
ImmediateGeometry *_debug_drawer;
NodePath _debug_drawer_path;
bool _build_mesh;
bool _create_collider;
bool _bake_lights;
bool _bake_ambient_occlusion;
float _ao_radius;
float _ao_intensity;
int _ao_sample_count;
};
#endif

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#include "voxel_world.h"
NodePath VoxelWorld::get_player_path() {
return _player_path;
}
void VoxelWorld::set_player_path(NodePath player_path) {
_player_path = player_path;
}
void VoxelWorld::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_player_path"), &VoxelWorld::get_player_path);
ClassDB::bind_method(D_METHOD("set_player_path", "value"), &VoxelWorld::set_player_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "player_path"), "set_player_path", "get_player_path");
}

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world/voxel_world.h Normal file
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#ifndef VOXEL_WORLD_H
#define VOXEL_WORLD_H
#include "scene/3d/spatial.h"
#include "core/hash_map.h"
#include "../math/vector3i.h"
#include "voxel_buffer.h"
class VoxelWorld : public Spatial {
GDCLASS(VoxelWorld, Spatial);
public:
NodePath get_player_path();
void set_player_path(NodePath player_path);
VoxelWorld() {}
protected:
static void _bind_methods();
private:
HashMap<Vector3i, Ref<VoxelBuffer> > _chunks;
NodePath _player_path;
Spatial *_player;
};
#endif