More work oncleaning up the interface of the VoxelChunk. I'ts mostly okay, but might need to change a bit more. Also added a few const keywords where I found them missing.

This commit is contained in:
Relintai 2019-07-19 23:54:56 +02:00
parent 4ad2faca86
commit c29c74b1d9
6 changed files with 346 additions and 251 deletions

View File

@ -1,25 +1,25 @@
#include "voxel_light.h"
int VoxelLight::get_world_position_x() {
int VoxelLight::get_world_position_x() const {
return _world_position.x;
}
int VoxelLight::get_world_position_y() {
int VoxelLight::get_world_position_y() const {
return _world_position.y;
}
int VoxelLight::get_world_position_z() {
int VoxelLight::get_world_position_z() const {
return _world_position.z;
}
Vector3i VoxelLight::get_world_position() {
return _world_position;
}
void VoxelLight::set_world_position(int x, int y, int z) {
void VoxelLight::set_world_position(const int x, const int y, const int z) {
_world_position.x = x;
_world_position.y = y;
_world_position.z = z;
}
Color VoxelLight::get_color() {
Color VoxelLight::get_color() const {
return _color;
}
@ -28,11 +28,11 @@ void VoxelLight::set_color(Color color) {
}
float VoxelLight::get_size() {
float VoxelLight::get_size() const {
return _size;
}
void VoxelLight::set_size(float size) {
void VoxelLight::set_size(const float size) {
_size = size;
}

View File

@ -11,17 +11,17 @@ class VoxelLight : public Reference {
GDCLASS(VoxelLight, Reference);
public:
int get_world_position_x();
int get_world_position_y();
int get_world_position_z();
int get_world_position_x() const;
int get_world_position_y() const;
int get_world_position_z() const;
Vector3i get_world_position();
void set_world_position(int x, int y, int z);
void set_world_position(const int x, const int y, const int z);
Color get_color();
void set_color(Color color);
Color get_color() const;
void set_color(const Color color);
float get_size();
void set_size(float strength);
float get_size() const;
void set_size(const float strength);
VoxelLight();
~VoxelLight();

View File

@ -11,21 +11,19 @@ void VoxelmanProp::set_prop(const int index, const Ref<VoxelmanPropData> prop) {
_props.set(index, prop);
}
int VoxelmanProp::get_num_props(const int index) const {
return _num_props;
int VoxelmanProp::get_prop_count() const {
return _props.size();
}
void VoxelmanProp::set_num_props(const int size) {
_num_props = size;
if (_num_props > MAX_PROPS) {
_num_props = MAX_PROPS;
void VoxelmanProp::set_prop_count(const int size) {
if (size > MAX_PROPS) {
_props.resize(MAX_PROPS);
return;
}
_props.resize(size);
}
VoxelmanProp::VoxelmanProp() {
_num_props = 0;
}
VoxelmanProp::~VoxelmanProp() {
_props.clear();
@ -36,16 +34,16 @@ void VoxelmanProp::_validate_property(PropertyInfo &property) const {
String prop = property.name;
if (prop.begins_with("Prop_")) {
int num = prop.get_slicec('/', 0).get_slicec('_', 1).to_int();
if (num >= _num_props) {
if (num >= _props.size()) {
property.usage = 0;
}
}
}
void VoxelmanProp::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_num_props"), &VoxelmanProp::get_num_props);
ClassDB::bind_method(D_METHOD("set_num_props", "value"), &VoxelmanProp::set_num_props);
ADD_PROPERTY(PropertyInfo(Variant::INT, "num_props", PROPERTY_HINT_RANGE, "0," + itos(MAX_PROPS), PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_num_props", "get_num_props");
ClassDB::bind_method(D_METHOD("get_prop_count"), &VoxelmanProp::get_prop_count);
ClassDB::bind_method(D_METHOD("set_prop_count", "value"), &VoxelmanProp::set_prop_count);
ADD_PROPERTY(PropertyInfo(Variant::INT, "prop_count", PROPERTY_HINT_RANGE, "0," + itos(MAX_PROPS), PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_prop_count", "get_prop_count");
ClassDB::bind_method(D_METHOD("get_prop", "index"), &VoxelmanProp::get_prop);
ClassDB::bind_method(D_METHOD("set_prop", "index", "spell"), &VoxelmanProp::set_prop);

View File

@ -13,8 +13,8 @@ public:
Ref<VoxelmanPropData> get_prop(const int index) const;
void set_prop(const int index, const Ref<VoxelmanPropData> prop);
int get_num_props(const int index) const;
void set_num_props(const int size);
int get_prop_count() const;
void set_prop_count(const int size);
VoxelmanProp();
~VoxelmanProp();
@ -29,7 +29,6 @@ protected:
private:
Vector<Ref<VoxelmanPropData> > _props;
int _num_props;
};
#endif

View File

@ -129,8 +129,27 @@ Ref<VoxelBuffer> VoxelChunk::get_buffer() const {
return _buffer;
}
void VoxelChunk::clear() {
_voxel_lights.clear();
void VoxelChunk::create_mesher() {
call("_create_mesher");
ERR_FAIL_COND(!_mesher.is_valid());
_mesher->set_lod_size(get_lod_size());
_mesher->set_voxel_scale(get_voxel_scale());
}
void VoxelChunk::_create_mesher() {
_mesher = Ref<VoxelMesher>(memnew(VoxelMesherCubic()));
}
void VoxelChunk::finalize_mesh() {
_mesher->set_library(_library);
if (_mesh_rid == RID()) {
allocate_main_mesh();
}
get_mesher()->build_mesh(_mesh_rid);
}
void VoxelChunk::build() {
@ -158,8 +177,9 @@ void VoxelChunk::build() {
_mesher->reset();
if (_meshes.size() > 0) {
build_prop_mesh();
if (_props.size() > 0) {
process_props();
build_prop_meshes();
if (get_create_collider()) {
build_prop_collider();
@ -169,27 +189,8 @@ void VoxelChunk::build() {
_mesher->reset();
}
void VoxelChunk::create_mesher() {
call("_create_mesher");
ERR_FAIL_COND(!_mesher.is_valid());
_mesher->set_lod_size(get_lod_size());
_mesher->set_voxel_scale(get_voxel_scale());
}
void VoxelChunk::_create_mesher() {
_mesher = Ref<VoxelMesher>(memnew(VoxelMesherCubic()));
}
void VoxelChunk::finalize_mesh() {
_mesher->set_library(_library);
if (_mesh_rid == RID()) {
create_meshes();
}
get_mesher()->build_mesh(_mesh_rid);
void VoxelChunk::clear() {
_voxel_lights.clear();
}
void VoxelChunk::create_colliders() {
@ -237,6 +238,21 @@ void VoxelChunk::add_lights(Array lights) {
void VoxelChunk::add_voxel_light(Ref<VoxelLight> light) {
_voxel_lights.push_back(light);
}
void VoxelChunk::create_voxel_light(const Color color, const int size, const int x, const int y, const int z) {
Ref<VoxelLight> light;
light.instance();
Vector3i pos = get_chunk_position();
Vector3i csize = get_chunk_size();
light->set_world_position(pos.x * csize.x + x, pos.y * csize.y + y, pos.z * csize.z + z);
light->set_color(color);
light->set_size(size);
add_voxel_light(light);
}
void VoxelChunk::remove_voxel_light(Ref<VoxelLight> light) {
for (int i = 0; i < _voxel_lights.size(); ++i) {
if (_voxel_lights[i] == light) {
@ -249,12 +265,22 @@ void VoxelChunk::clear_voxel_lights() {
_voxel_lights.clear();
}
void VoxelChunk::get_lights(Array lights) {
void VoxelChunk::add_lights_into(Array target) {
for (int i = 0; i < _voxel_lights.size(); ++i) {
lights.append(_voxel_lights[i]);
target.append(_voxel_lights[i]);
}
}
Array VoxelChunk::get_lights() {
Array target;
for (int i = 0; i < _voxel_lights.size(); ++i) {
target.append(_voxel_lights[i]);
}
return target;
}
void VoxelChunk::bake_lights() {
clear_baked_lights();
@ -282,7 +308,209 @@ void VoxelChunk::clear_baked_lights() {
_buffer->clear_lights();
}
void VoxelChunk::create_meshes() {
void VoxelChunk::add_prop_mesh(const Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
VCPropData data;
data.position = position;
data.rotation = rotation;
data.scale = scale;
data.mesh = mesh;
_props.push_back(data);
}
void VoxelChunk::add_prop_spawned(const Ref<PackedScene> scene, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
VCPropData data;
data.position = position;
data.rotation = rotation;
data.scale = scale;
data.scene = scene;
_props.push_back(data);
}
void VoxelChunk::add_prop(const Ref<VoxelmanProp> prop, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
VCPropData data;
data.position = position;
data.rotation = rotation;
data.scale = scale;
data.mesh = prop;
_props.push_back(data);
}
void VoxelChunk::clear_props() {
_props.clear();
}
void VoxelChunk::allocate_prop_mesh() {
ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(!get_library().is_valid());
ERR_FAIL_COND(!get_library()->get_prop_material().is_valid());
_prop_mesh_instance_rid = VS::get_singleton()->instance_create();
if (get_library()->get_prop_material().is_valid()) {
VS::get_singleton()->instance_geometry_set_material_override(_prop_mesh_instance_rid, get_library()->get_prop_material()->get_rid());
}
if (get_voxel_world()->get_world().is_valid())
VS::get_singleton()->instance_set_scenario(_prop_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
_prop_mesh_rid = VS::get_singleton()->mesh_create();
VS::get_singleton()->instance_set_base(_prop_mesh_instance_rid, _prop_mesh_rid);
VS::get_singleton()->instance_set_transform(_prop_mesh_instance_rid, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
}
void VoxelChunk::process_props() {
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
}
for (int i = 0; i < _props.size(); ++i) {
VCPropData prop = _props[i];
if (prop.mesh.is_valid()) {
_mesher->add_mesh_data_resource(prop.mesh, prop.position, prop.rotation, prop.scale);
}
if (prop.prop.is_valid()) {
process_prop(prop.prop);
}
if (prop.scene.is_valid()) {
spawn_prop(prop.scene, prop.position, prop.rotation, prop.scale);
}
}
_mesher->bake_colors(_buffer);
_mesher->build_mesh(_prop_mesh_rid);
}
void VoxelChunk::process_prop(Ref<VoxelmanProp> prop, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
ERR_FAIL_COND(!prop.is_valid());
for (int i = 0; i < prop->get_prop_count(); ++i) {
Ref<VoxelmanPropData> data = prop->get_prop(i);
if (!data.is_valid())
continue;
Vector3 pos = position + data->get_position();
Vector3 rot = (rotation + data->get_rotation()).normalized();
Vector3 scl = scale * data->get_scale();
if (data->get_mesh().is_valid()) {
_mesher->add_mesh_data_resource(data->get_mesh(), pos, rot, scl);
}
if (data->get_has_light()) {
Transform t = Transform(Basis(rot).scaled(scl), pos);
Vector3 lp = t.xform_inv(Vector3());
create_voxel_light(data->get_light_color(), data->get_light_size(), (int)lp.x, (int)lp.y, (int)lp.z);
}
if (data->get_scene().is_valid()) {
spawn_prop(data->get_scene(), pos, rot, scl);
}
if (data->get_prop().is_valid()) {
process_prop(data->get_prop(), pos, rot, scl);
}
}
}
void VoxelChunk::spawn_prop(const Ref<PackedScene> scene, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
ERR_FAIL_COND(!scene.is_valid());
ERR_FAIL_COND(get_voxel_world() == NULL);
Node *n = scene->instance();
ERR_FAIL_COND(n == NULL);
get_voxel_world()->add_child(n);
n->set_owner(get_voxel_world());
_spawned_props.push_back(n);
Spatial *spatial = Object::cast_to<Spatial>(n);
ERR_FAIL_COND(spatial == NULL);
Transform transform = Transform(Basis(rotation).scaled(scale), position);
spatial->set_transform(transform);
}
void VoxelChunk::build_prop_meshes() {
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
}
_mesher->bake_colors(_buffer);
_mesher->build_mesh(_prop_mesh_rid);
}
void VoxelChunk::free_prop_mesh() {
if (_prop_mesh_instance_rid != RID()) {
VS::get_singleton()->free(_prop_mesh_instance_rid);
VS::get_singleton()->free(_prop_mesh_rid);
_prop_mesh_instance_rid = RID();
_prop_mesh_rid = RID();
}
}
void VoxelChunk::allocate_prop_colliders() {
ERR_FAIL_COND(_voxel_world == NULL);
_prop_shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
_prop_body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
PhysicsServer::get_singleton()->body_set_collision_layer(_prop_body_rid, 1);
PhysicsServer::get_singleton()->body_set_collision_mask(_prop_body_rid, 1);
PhysicsServer::get_singleton()->body_add_shape(_prop_body_rid, _prop_shape_rid);
PhysicsServer::get_singleton()->body_set_state(_prop_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
PhysicsServer::get_singleton()->body_set_space(_prop_body_rid, get_voxel_world()->get_world()->get_space());
}
void VoxelChunk::build_prop_collider() {
if (_prop_shape_rid == RID()) {
allocate_prop_colliders();
}
_mesher->build_collider(_prop_shape_rid);
}
void VoxelChunk::free_prop_colliders() {
if (_prop_body_rid != RID()) {
PhysicsServer::get_singleton()->free(_prop_body_rid);
PhysicsServer::get_singleton()->free(_prop_shape_rid);
_prop_body_rid = RID();
_prop_shape_rid = RID();
}
}
void VoxelChunk::free_spawn_props() {
for (int i = 0; i < _spawned_props.size(); ++i) {
_spawned_props[i]->queue_delete();
}
_spawned_props.clear();
}
void VoxelChunk::allocate_main_mesh() {
ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(!get_library().is_valid());
@ -304,7 +532,7 @@ void VoxelChunk::create_meshes() {
VS::get_singleton()->instance_set_transform(_mesh_instance_rid, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
}
void VoxelChunk::remove_meshes() {
void VoxelChunk::free_main_mesh() {
if (_mesh_instance_rid != RID()) {
VS::get_singleton()->free(_mesh_instance_rid);
VS::get_singleton()->free(_mesh_rid);
@ -314,161 +542,6 @@ void VoxelChunk::remove_meshes() {
}
}
void VoxelChunk::add_prop_mesh(const Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
VCPropData data;
data.position = position;
data.rotation = rotation;
data.scale = scale;
data.mesh = mesh;
_meshes.push_back(data);
}
void VoxelChunk::add_prop_spawned(const Ref<PackedScene> scene, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
VCPropData data;
data.position = position;
data.rotation = rotation;
data.scale = scale;
data.scene = scene;
_meshes.push_back(data);
}
void VoxelChunk::add_prop(const Ref<VoxelmanProp> prop, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
VCPropData data;
data.position = position;
data.rotation = rotation;
data.scale = scale;
data.mesh = prop;
_meshes.push_back(prop);
}
void VoxelChunk::clear_props() {
_meshes.clear();
}
void VoxelChunk::allocate_prop_mesh() {
ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(!get_library().is_valid());
ERR_FAIL_COND(!get_library()->get_prop_material().is_valid());
_prop_mesh_instance_rid = VS::get_singleton()->instance_create();
if (get_library()->get_prop_material().is_valid()) {
VS::get_singleton()->instance_geometry_set_material_override(_prop_mesh_instance_rid, get_library()->get_prop_material()->get_rid());
}
if (get_voxel_world()->get_world().is_valid())
VS::get_singleton()->instance_set_scenario(_prop_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
_prop_mesh_rid = VS::get_singleton()->mesh_create();
VS::get_singleton()->instance_set_base(_prop_mesh_instance_rid, _prop_mesh_rid);
VS::get_singleton()->instance_set_transform(_prop_mesh_instance_rid, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
}
void VoxelChunk::free_prop_mesh() {
if (_prop_mesh_instance_rid != RID()) {
VS::get_singleton()->free(_prop_mesh_instance_rid);
VS::get_singleton()->free(_prop_mesh_rid);
_prop_mesh_instance_rid = RID();
_prop_mesh_rid = RID();
}
}
void VoxelChunk::build_prop_mesh() {
if (_prop_mesh_rid == RID()) {
create_prop_mesh();
}
for (int i = 0; i < _meshes.size(); ++i) {
_mesher->add_mesh_data_resource(_meshes[i].transform, _meshes[i].mesh_data);
}
_mesher->bake_colors(_buffer);
_mesher->build_mesh(_prop_mesh_rid);
}
void VoxelChunk::create_prop_colliders() {
ERR_FAIL_COND(_voxel_world == NULL);
_prop_shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
_prop_body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
PhysicsServer::get_singleton()->body_set_collision_layer(_prop_body_rid, 1);
PhysicsServer::get_singleton()->body_set_collision_mask(_prop_body_rid, 1);
PhysicsServer::get_singleton()->body_add_shape(_prop_body_rid, _prop_shape_rid);
PhysicsServer::get_singleton()->body_set_state(_prop_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
PhysicsServer::get_singleton()->body_set_space(_prop_body_rid, get_voxel_world()->get_world()->get_space());
}
void VoxelChunk::build_prop_collider() {
if (_prop_shape_rid == RID()) {
create_prop_colliders();
}
_mesher->build_collider(_prop_shape_rid);
}
void VoxelChunk::remove_prop_colliders() {
if (_prop_body_rid != RID()) {
PhysicsServer::get_singleton()->free(_prop_body_rid);
PhysicsServer::get_singleton()->free(_prop_shape_rid);
_prop_body_rid = RID();
_prop_shape_rid = RID();
}
}
void VoxelChunk::add_spawned_prop(const Ref<PackedScene> scene) {
ERR_FAIL_COND(!scene.is_valid());
ERR_FAIL_COND(get_voxel_world() == NULL);
Node *n = scene->instance();
ERR_FAIL_COND(n == NULL);
get_voxel_world()->add_child(n);
n->set_owner(get_voxel_world());
_spawned_meshes.push_back(n);
}
void VoxelChunk::add_spawned_prop_spatial(const Transform transform, const Ref<PackedScene> scene) {
ERR_FAIL_COND(!scene.is_valid());
ERR_FAIL_COND(get_voxel_world() == NULL);
Node *n = scene->instance();
ERR_FAIL_COND(n == NULL);
get_voxel_world()->add_child(n);
n->set_owner(get_voxel_world());
_spawned_meshes.push_back(n);
Spatial *spatial = Object::cast_to<Spatial>(n);
ERR_FAIL_COND(spatial == NULL);
spatial->set_transform(transform);
}
void VoxelChunk::clear_spawned_meshes() {
for (int i = 0; i < _spawned_meshes.size(); ++i) {
_spawned_meshes[i]->queue_delete();
}
_spawned_meshes.clear();
}
void VoxelChunk::create_debug_immediate_geometry() {
ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(_debug_drawer != NULL);
@ -491,11 +564,11 @@ void VoxelChunk::free_debug_immediate_geometry() {
void VoxelChunk::free() {
free_debug_immediate_geometry();
remove_meshes();
free_main_mesh();
remove_colliders();
remove_prop_mesh();
remove_prop_colliders();
clear_spawned_meshes();
free_prop_mesh();
free_prop_colliders();
free_spawn_props();
}
void VoxelChunk::draw_cross_voxels(Vector3 pos) {
@ -511,7 +584,7 @@ void VoxelChunk::draw_cross_voxels(Vector3 pos) {
_debug_drawer->add_vertex(pos + Vector3(0.2, 0, 0));
}
void VoxelChunk::draw_cross_voxels(Vector3 pos, float fill) {
void VoxelChunk::draw_cross_voxels_fill(Vector3 pos, float fill) {
pos *= _voxel_scale;
_debug_drawer->add_vertex(pos + Vector3(0, 0, -0.5 * fill));
@ -524,7 +597,7 @@ void VoxelChunk::draw_cross_voxels(Vector3 pos, float fill) {
_debug_drawer->add_vertex(pos + Vector3(0.5 * fill, 0, 0));
}
void VoxelChunk::draw_debug_voxels(int max, Color color) {
void VoxelChunk::draw_debug_voxels_colored(int max, Color color) {
if (_debug_drawer == NULL) {
create_debug_immediate_geometry();
}
@ -548,7 +621,7 @@ void VoxelChunk::draw_debug_voxels(int max, Color color) {
continue;
}
draw_cross_voxels(Vector3(x, y, z), _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL) / 255.0);
draw_cross_voxels_fill(Vector3(x, y, z), _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL) / 255.0);
++a;
@ -582,7 +655,7 @@ void VoxelChunk::draw_debug_voxel_lights() {
int pos_y = pos.y - (_chunk_size.y * _chunk_position.y);
int pos_z = pos.z - (_chunk_size.z * _chunk_position.z);
draw_cross_voxels(Vector3(pos_x, pos_y, pos_z), 1.0);
draw_cross_voxels_fill(Vector3(pos_x, pos_y, pos_z), 1.0);
}
_debug_drawer->end();
@ -603,10 +676,10 @@ VoxelChunk::VoxelChunk() {
}
VoxelChunk::~VoxelChunk() {
remove_meshes();
free_main_mesh();
remove_colliders();
remove_prop_mesh();
remove_prop_colliders();
free_prop_mesh();
free_prop_colliders();
//do not call free here, the app will crash on exit, if you try to free nodes too.
_voxel_lights.clear();
@ -690,37 +763,61 @@ void VoxelChunk::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_voxel_world", "world"), &VoxelChunk::set_voxel_world_bind);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "voxel_world", PROPERTY_HINT_RESOURCE_TYPE, "VoxelWorld"), "set_voxel_world", "get_voxel_world");
ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
ClassDB::bind_method(D_METHOD("clear"), &VoxelChunk::clear);
ClassDB::bind_method(D_METHOD("create_colliders"), &VoxelChunk::create_colliders);
ClassDB::bind_method(D_METHOD("build_collider"), &VoxelChunk::build_collider);
ClassDB::bind_method(D_METHOD("remove_colliders"), &VoxelChunk::remove_colliders);
ClassDB::bind_method(D_METHOD("add_lights", "lights"), &VoxelChunk::add_lights);
ClassDB::bind_method(D_METHOD("add_voxel_light", "light"), &VoxelChunk::add_voxel_light);
ClassDB::bind_method(D_METHOD("create_voxel_light", "color", "size", "x", "y", "z"), &VoxelChunk::create_voxel_light);
ClassDB::bind_method(D_METHOD("remove_voxel_light", "light"), &VoxelChunk::remove_voxel_light);
ClassDB::bind_method(D_METHOD("clear_voxel_lights"), &VoxelChunk::clear_voxel_lights);
ClassDB::bind_method(D_METHOD("get_lights", "lights"), &VoxelChunk::get_lights);
ClassDB::bind_method(D_METHOD("add_lights_into", "lights"), &VoxelChunk::add_lights_into);
ClassDB::bind_method(D_METHOD("get_lights"), &VoxelChunk::get_lights);
ClassDB::bind_method(D_METHOD("bake_lights"), &VoxelChunk::bake_lights);
ClassDB::bind_method(D_METHOD("bake_light", "light"), &VoxelChunk::bake_light);
ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights);
ClassDB::bind_method(D_METHOD("add_prop", "transform", "mesh"), &VoxelChunk::add_prop);
ClassDB::bind_method(D_METHOD("clear_meshes"), &VoxelChunk::clear_meshes);
ClassDB::bind_method(D_METHOD("create_prop_mesh"), &VoxelChunk::create_prop_mesh);
ClassDB::bind_method(D_METHOD("remove_prop_mesh"), &VoxelChunk::remove_prop_mesh);
ClassDB::bind_method(D_METHOD("build_prop_mesh"), &VoxelChunk::build_prop_mesh);
ClassDB::bind_method(D_METHOD("add_prop_mesh", "mesh", "position", "rotation", "scale"), &VoxelChunk::add_prop_mesh, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("add_prop_spawned", "scene", "position", "rotation", "scale"), &VoxelChunk::add_prop_spawned, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("add_prop", "prop", "position", "rotation", "scale"), &VoxelChunk::add_prop, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props);
ClassDB::bind_method(D_METHOD("add_spawned_prop", "scene"), &VoxelChunk::add_spawned_prop);
ClassDB::bind_method(D_METHOD("add_spawned_prop_spatial", "transform", "scene"), &VoxelChunk::add_spawned_prop_spatial);
ClassDB::bind_method(D_METHOD("clear_spawned_meshes"), &VoxelChunk::clear_spawned_meshes);
ClassDB::bind_method(D_METHOD("process_props"), &VoxelChunk::process_props);
ClassDB::bind_method(D_METHOD("process_prop", "prop", "position", "rotation", "scale"), &VoxelChunk::add_prop_spawned, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("spawn_prop", "scene", "position", "rotation", "scale"), &VoxelChunk::add_prop_spawned, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
ClassDB::bind_method(D_METHOD("build_prop_meshes"), &VoxelChunk::build_prop_meshes);
ClassDB::bind_method(D_METHOD("build_prop_collider"), &VoxelChunk::build_prop_collider);
ClassDB::bind_method(D_METHOD("free_spawn_props"), &VoxelChunk::free_spawn_props);
ClassDB::bind_method(D_METHOD("free"), &VoxelChunk::free);
ClassDB::bind_method(D_METHOD("allocate_main_mesh"), &VoxelChunk::allocate_main_mesh);
ClassDB::bind_method(D_METHOD("free_main_mesh"), &VoxelChunk::free_main_mesh);
ClassDB::bind_method(D_METHOD("clear"), &VoxelChunk::clear);
ClassDB::bind_method(D_METHOD("allocate_prop_mesh"), &VoxelChunk::allocate_prop_mesh);
ClassDB::bind_method(D_METHOD("free_prop_mesh"), &VoxelChunk::free_prop_mesh);
ClassDB::bind_method(D_METHOD("allocate_prop_colliders"), &VoxelChunk::allocate_prop_colliders);
ClassDB::bind_method(D_METHOD("free_prop_colliders"), &VoxelChunk::free_prop_colliders);
ClassDB::bind_method(D_METHOD("create_mesher"), &VoxelChunk::create_mesher);
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"), &VoxelChunk::draw_debug_voxel_lights);
ClassDB::bind_method(D_METHOD("create_debug_immediate_geometry"), &VoxelChunk::create_debug_immediate_geometry);
ClassDB::bind_method(D_METHOD("free_debug_immediate_geometry"), &VoxelChunk::free_debug_immediate_geometry);
ClassDB::bind_method(D_METHOD("free"), &VoxelChunk::free);
ClassDB::bind_method(D_METHOD("draw_cross_voxels", "pos"), &VoxelChunk::draw_cross_voxels);
ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "pos", "fill"), &VoxelChunk::draw_cross_voxels_fill);
ClassDB::bind_method(D_METHOD("draw_debug_voxels_colored", "pos", "color"), &VoxelChunk::draw_debug_voxels_colored, DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &VoxelChunk::draw_debug_voxel_lights);
}

View File

@ -82,8 +82,8 @@ public:
void finalize_mesh();
void clear();
void build();
void clear();
void create_colliders();
void build_collider();
@ -91,10 +91,11 @@ public:
void add_lights(Array lights);
void add_voxel_light(Ref<VoxelLight> light);
void create_voxel_light(const Color color, const int size, const int x, const int y, const int z);
void remove_voxel_light(Ref<VoxelLight> light);
void clear_voxel_lights();
void append_lights(Array lights);
void add_lights_into(Array target);
Array get_lights();
void bake_lights();
@ -106,13 +107,13 @@ public:
void add_prop(const Ref<VoxelmanProp> prop, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
void clear_props();
void build_props();
void process_props();
void process_prop(Ref<VoxelmanProp> prop, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
void spawn_prop(const Ref<PackedScene> scene, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
void build_prop_mesh();
void build_prop_meshes();
void build_prop_collider();
void spawn_spawned_props();
void free_spawned_props();
void free_spawn_props();
void allocate_main_mesh();
void free_main_mesh();
@ -128,10 +129,10 @@ public:
void free();
void draw_debug_voxels(int max, Color color = Color(1, 1, 1));
void draw_debug_voxel_lights();
void draw_cross_voxels(Vector3 pos);
void draw_cross_voxels(Vector3 pos, float fill);
void draw_cross_voxels_fill(Vector3 pos, float fill);
void draw_debug_voxels_colored(int max, Color color = Color(1, 1, 1));
void draw_debug_voxel_lights();
VoxelChunk();
~VoxelChunk();