mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
Progress on getting voxelman to work again, also cleanups.
This commit is contained in:
parent
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commit
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2
SCsub
2
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@ -17,3 +17,5 @@ env.add_source_files(env.modules_sources,"meshers/transvoxel_tables.cpp")
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env.add_source_files(env.modules_sources,"utility/marching_cubes_voxel_query.cpp")
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env.add_source_files(env.modules_sources,"world/voxel_buffer.cpp")
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env.add_source_files(env.modules_sources,"world/voxel_world.cpp")
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env.add_source_files(env.modules_sources,"world/voxel_chunk.cpp")
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@ -3,13 +3,6 @@
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VoxelMesher::VoxelMesher(Ref<VoxelmanLibrary> library) {
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_library = library;
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_vertices = memnew(Vector<Vector3>());
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_normals = memnew(Vector<Vector3>());
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_colors = memnew(Vector<Color>());
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_uvs = memnew(Vector<Vector2>());
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_indices = memnew(Vector<int>());
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_bones = memnew(Vector<int>());
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_debug_voxel_face = false;
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size = (float)1;
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vertexOffset = Vector3((float)0.5, (float)0.5, (float)0.5);
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@ -18,13 +11,6 @@ VoxelMesher::VoxelMesher(Ref<VoxelmanLibrary> library) {
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}
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VoxelMesher::VoxelMesher() {
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_vertices = memnew(Vector<Vector3>());
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_normals = memnew(Vector<Vector3>());
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_colors = memnew(Vector<Color>());
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_uvs = memnew(Vector<Vector2>());
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_indices = memnew(Vector<int>());
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_bones = memnew(Vector<int>());
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_debug_voxel_face = false;
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size = (float)1;
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vertexOffset = Vector3((float)0.5, (float)0.5, (float)0.5);
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@ -33,12 +19,12 @@ VoxelMesher::VoxelMesher() {
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}
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VoxelMesher::~VoxelMesher() {
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memdelete(_vertices);
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memdelete(_normals);
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memdelete(_colors);
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memdelete(_uvs);
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memdelete(_indices);
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memdelete(_bones);
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_vertices.clear();
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_normals.clear();
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_colors.clear();
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_uvs.clear();
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_indices.clear();
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_bones.clear();
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memdelete(_surface_tool);
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}
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@ -46,26 +32,26 @@ Ref<ArrayMesh> VoxelMesher::build_mesh() {
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_surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
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_surface_tool->set_material(_library->get_material());
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int len = _vertices->size();
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int len = _vertices.size();
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for (int i = 0; i < len; ++i) {
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if (_normals->size() > 0) {
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_surface_tool->add_normal(_normals->get(i));
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if (_normals.size() > 0) {
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_surface_tool->add_normal(_normals.get(i));
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}
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if (_colors->size() > 0) {
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_surface_tool->add_color(_colors->get(i));
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if (_colors.size() > 0) {
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_surface_tool->add_color(_colors.get(i));
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}
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if (_uvs->size() > 0) {
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_surface_tool->add_uv(_uvs->get(i));
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if (_uvs.size() > 0) {
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_surface_tool->add_uv(_uvs.get(i));
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}
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_surface_tool->add_vertex(_vertices->get(i));
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_surface_tool->add_vertex(_vertices.get(i));
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}
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for (int i = 0; i < _indices->size(); ++i) {
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_surface_tool->add_index(_indices->get(i));
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for (int i = 0; i < _indices.size(); ++i) {
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_surface_tool->add_index(_indices.get(i));
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}
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_surface_tool->generate_normals();
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@ -76,12 +62,12 @@ Ref<ArrayMesh> VoxelMesher::build_mesh() {
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}
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void VoxelMesher::reset() {
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_vertices->clear();
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_normals->clear();
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_colors->clear();
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_uvs->clear();
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_indices->clear();
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_bones->clear();
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_vertices.clear();
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_normals.clear();
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_colors.clear();
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_uvs.clear();
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_indices.clear();
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_bones.clear();
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}
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void VoxelMesher::create_mesh_for_marching_cubes_query(Ref<MarchingCubesVoxelQuery> query) {
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@ -91,49 +77,33 @@ void VoxelMesher::create_mesh_for_marching_cubes_query(Ref<MarchingCubesVoxelQue
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call("_create_mesh_for_marching_cubes_query", query);
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}
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/*
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void VoxelMesher::add_voxels(Hash3DMap<Ref<Voxel> > *voxels) {
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ERR_FAIL_COND(!has_method("_add_voxels"));
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Array arr;
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const int *k = NULL;
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while (k = voxels->next(k)) {
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Ref<Voxel> v = voxels->get(*k);
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arr.append(v);
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}
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call("_add_voxels", arr);
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}*/
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void VoxelMesher::add_voxel(Ref<Voxel> voxels) {
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void VoxelMesher::add_buffer(Ref<VoxelBuffer> voxels) {
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ERR_FAIL_COND(!has_method("_add_voxel"));
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call("_add_voxel", voxels);
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}
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void VoxelMesher::create_trimesh_shape(Ref<ConcavePolygonShape> shape) const {
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if (_vertices->size() == 0)
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if (_vertices.size() == 0)
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return;
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PoolVector<Vector3> face_points;
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if (_indices->size() == 0) {
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if (_indices.size() == 0) {
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//face_points.resize(_vertices->size());
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//face_points.resize(_vertices.size());
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int len = (_vertices->size() / 4);
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int len = (_vertices.size() / 4);
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for (int i = 0; i < len; ++i) {
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face_points.push_back(_vertices->get(i * 4));
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face_points.push_back(_vertices->get((i * 4) + 2));
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face_points.push_back(_vertices->get((i * 4) + 1));
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face_points.push_back(_vertices.get(i * 4));
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face_points.push_back(_vertices.get((i * 4) + 2));
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face_points.push_back(_vertices.get((i * 4) + 1));
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face_points.push_back(_vertices->get(i * 4));
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face_points.push_back(_vertices->get((i * 4) + 3));
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face_points.push_back(_vertices->get((i * 4) + 2));
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face_points.push_back(_vertices.get(i * 4));
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face_points.push_back(_vertices.get((i * 4) + 3));
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face_points.push_back(_vertices.get((i * 4) + 2));
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}
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shape->set_faces(face_points);
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@ -141,31 +111,32 @@ void VoxelMesher::create_trimesh_shape(Ref<ConcavePolygonShape> shape) const {
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return;
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}
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face_points.resize(_indices->size());
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face_points.resize(_indices.size());
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for (int i = 0; i < face_points.size(); i++) {
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face_points.set(i, _vertices->get(_indices->get(i)));
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face_points.set(i, _vertices.get(_indices.get(i)));
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}
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shape->set_faces(face_points);
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}
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void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *lights) {
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void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &lights) {
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ERR_FAIL_COND(node == NULL);
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Color darkColor(0, 0, 0, 1);
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for (int v = 0; v < _vertices->size(); ++v) {
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for (int v = 0; v < _vertices.size(); ++v) {
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Vector3 vet = _vertices->get(v);
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Vector3 vet = _vertices.get(v);
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Vector3 vertex = node->to_global(vet);
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//grab normal
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Vector3 normal = _normals->get(v);
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Vector3 normal = _normals.get(v);
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Vector3 v_lightDiffuse;
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//calculate the lights value
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for (int i = 0; i < lights->size(); ++i) {
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Ref<VoxelLight> light = lights->get(i);
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for (int i = 0; i < lights.size(); ++i) {
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Ref<VoxelLight> light = lights.get(i);
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Vector3 lightDir = light->get_world_position() - vertex;
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@ -199,7 +170,7 @@ void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *ligh
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v_lightDiffuse += value;*/
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}
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Color f = _colors->get(v);
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Color f = _colors.get(v);
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//Color f = darkColor;
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Vector3 cv2(f.r, f.g, f.b);
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@ -226,7 +197,7 @@ void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *ligh
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//f.g = v_lightDiffuse.y;
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//f.b = v_lightDiffuse.z;
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_colors->set(v, f);
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_colors.set(v, f);
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}
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// for (int i = 0; i < _colors->size(); ++i) {
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@ -235,111 +206,110 @@ void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *ligh
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}
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Vector<Vector3> *VoxelMesher::get_vertices() {
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return _vertices;
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return &_vertices;
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}
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int VoxelMesher::get_vertex_count() {
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return _vertices->size();
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return _vertices.size();
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}
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void VoxelMesher::add_vertex(Vector3 vertex) {
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_vertices->push_back(vertex);
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_vertices.push_back(vertex);
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}
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Vector3 VoxelMesher::get_vertex(int idx) {
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return _vertices->get(idx);
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return _vertices.get(idx);
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}
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void VoxelMesher::remove_vertex(int idx) {
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_vertices->remove(idx);
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_vertices.remove(idx);
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}
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Vector<Vector3> *VoxelMesher::get_normals() {
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return _normals;
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return &_normals;
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}
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int VoxelMesher::get_normal_count() {
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return _normals->size();
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return _normals.size();
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}
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void VoxelMesher::add_normal(Vector3 normal) {
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_normals->push_back(normal);
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_normals.push_back(normal);
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}
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Vector3 VoxelMesher::get_normal(int idx) {
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return _normals->get(idx);
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return _normals.get(idx);
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}
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void VoxelMesher::remove_normal(int idx) {
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_normals->remove(idx);
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_normals.remove(idx);
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}
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Vector<Color> *VoxelMesher::get_colors() {
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return _colors;
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return &_colors;
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}
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int VoxelMesher::get_color_count() {
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return _colors->size();
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return _colors.size();
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}
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void VoxelMesher::add_color(Color color) {
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_colors->push_back(color);
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_colors.push_back(color);
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}
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Color VoxelMesher::get_color(int idx) {
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return _colors->get(idx);
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return _colors.get(idx);
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}
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void VoxelMesher::remove_color(int idx) {
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_colors->remove(idx);
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_colors.remove(idx);
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}
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Vector<Vector2> *VoxelMesher::get_uvs() {
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return _uvs;
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return &_uvs;
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}
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int VoxelMesher::get_uv_count() {
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return _uvs->size();
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return _uvs.size();
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}
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void VoxelMesher::add_uv(Vector2 uv) {
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_uvs->push_back(uv);
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_uvs.push_back(uv);
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}
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Vector2 VoxelMesher::get_uv(int idx) {
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return _uvs->get(idx);
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return _uvs.get(idx);
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}
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void VoxelMesher::remove_uv(int idx) {
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_uvs->remove(idx);
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_uvs.remove(idx);
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}
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Vector<int> *VoxelMesher::get_indices() {
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return _indices;
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return &_indices;
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}
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int VoxelMesher::get_indices_count() {
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return _indices->size();
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return _indices.size();
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}
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void VoxelMesher::add_indices(int index) {
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_indices->push_back(index);
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_indices.push_back(index);
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}
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int VoxelMesher::get_indice(int idx) {
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return _indices->get(idx);
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return _indices.get(idx);
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}
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void VoxelMesher::remove_indices(int idx) {
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_indices->remove(idx);
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_indices.remove(idx);
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}
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void VoxelMesher::_bind_methods() {
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//BIND_VMETHOD(MethodInfo("_build_mesh", PropertyInfo(Variant::BOOL, "recal", PROPERTY_HINT_RESOURCE_TYPE, "SpellCastInfo")));
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BIND_VMETHOD(MethodInfo("_add_voxels", PropertyInfo(Variant::ARRAY, "voxels")));
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BIND_VMETHOD(MethodInfo("_add_voxel", PropertyInfo(Variant::OBJECT, "voxel", PROPERTY_HINT_RESOURCE_TYPE, "Voxel")));
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BIND_VMETHOD(MethodInfo("_add_voxels", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "VoxelBuffer")));
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BIND_VMETHOD(MethodInfo("_create_mesh_for_marching_cubes_query", PropertyInfo(Variant::OBJECT, "query", PROPERTY_HINT_RESOURCE_TYPE, "MarchingCubesVoxelQuery")));
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ClassDB::bind_method(D_METHOD("get_library"), &VoxelMesher::get_library);
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@ -17,9 +17,8 @@
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#include "../library/voxelman_library.h"
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#include "../math/vector3i.h"
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#include "../data/voxel.h"
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#include "../library/voxelman_library.h"
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#include "../utility/marching_cubes_voxel_query.h"
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#include "../world/voxel_buffer.h"
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const double PI_2 = 3.141592653589793238463 / 2;
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const double PI = 3.141592653589793238463;
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@ -36,12 +35,11 @@ public:
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void reset();
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//void add_voxels(Hash3DMap<Ref<Voxel> > *voxels);
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void add_voxel(Ref<Voxel> voxels);
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void add_buffer(Ref<VoxelBuffer> voxels);
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void create_mesh_for_marching_cubes_query(Ref<MarchingCubesVoxelQuery> query);
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void create_trimesh_shape(Ref<ConcavePolygonShape> shape) const;
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void bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *lights);
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void bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &lights);
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Ref<ArrayMesh> build_mesh();
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@ -83,12 +81,12 @@ protected:
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static void _bind_methods();
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private:
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Vector<Vector3> *_vertices;
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Vector<Vector3> *_normals;
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Vector<Color> *_colors;
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Vector<Vector2> *_uvs;
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Vector<int> *_indices;
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Vector<int> *_bones;
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Vector<Vector3> _vertices;
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Vector<Vector3> _normals;
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Vector<Color> _colors;
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Vector<Vector2> _uvs;
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Vector<int> _indices;
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Vector<int> _bones;
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Ref<VoxelmanLibrary> _library;
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@ -11,6 +11,8 @@
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#include "utility/marching_cubes_voxel_query.h"
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#include "world/voxel_buffer.h"
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#include "world/voxel_world.h"
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#include "world/voxel_chunk.h"
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void register_voxelman_types() {
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ClassDB::register_class<VoxelMesher>();
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@ -27,6 +29,8 @@ void register_voxelman_types() {
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ClassDB::register_class<MarchingCubesVoxelQuery>();
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ClassDB::register_class<VoxelBuffer>();
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ClassDB::register_class<VoxelWorld>();
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ClassDB::register_class<VoxelChunk>();
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}
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void unregister_voxelman_types() {
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@ -329,12 +329,11 @@ void VoxelBuffer::_bind_methods() {
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BIND_ENUM_CONSTANT(CHANNEL_TYPE);
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BIND_ENUM_CONSTANT(CHANNEL_ISOLEVEL);
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BIND_ENUM_CONSTANT(CHANNEL_LIGHT_COLOR_R);
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BIND_ENUM_CONSTANT(CHANNEL_LIGHT_COLOR_G);
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BIND_ENUM_CONSTANT(CHANNEL_LIGHT_COLOR_B);
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BIND_ENUM_CONSTANT(CHANNEL_DATA1);
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BIND_ENUM_CONSTANT(CHANNEL_DATA2);
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BIND_ENUM_CONSTANT(CHANNEL_DATA3);
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BIND_ENUM_CONSTANT(CHANNEL_DATA4);
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BIND_ENUM_CONSTANT(CHANNEL_DATA5);
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BIND_ENUM_CONSTANT(CHANNEL_DATA6);
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BIND_ENUM_CONSTANT(CHANNEL_DATA7);
|
||||
BIND_ENUM_CONSTANT(MAX_CHANNELS);
|
||||
}
|
||||
|
||||
|
@ -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
497
world/voxel_chunk.cpp
Normal file
@ -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;
|
||||
}
|
129
world/voxel_chunk.h
Normal file
129
world/voxel_chunk.h
Normal file
@ -0,0 +1,129 @@
|
||||
#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
|
15
world/voxel_world.cpp
Normal file
15
world/voxel_world.cpp
Normal file
@ -0,0 +1,15 @@
|
||||
#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");
|
||||
}
|
29
world/voxel_world.h
Normal file
29
world/voxel_world.h
Normal file
@ -0,0 +1,29 @@
|
||||
#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
|
Loading…
Reference in New Issue
Block a user