Work on lights, and cleanups.

This commit is contained in:
Relintai 2019-07-17 02:28:16 +02:00
parent 7f0a832677
commit e4e38c0bde
9 changed files with 328 additions and 151 deletions

View File

@ -1,23 +1,5 @@
#include "voxel_light.h"
int VoxelLight::get_chunk_position_x() {
return _chunk_position.x;
}
int VoxelLight::get_chunk_position_y() {
return _chunk_position.y;
}
int VoxelLight::get_chunk_position_z() {
return _chunk_position.z;
}
Vector3i VoxelLight::get_chunk_position() {
return _chunk_position;
}
void VoxelLight::set_chunk_position(int x, int y, int z) {
_chunk_position.x = x;
_chunk_position.y = y;
_chunk_position.z = z;
}
int VoxelLight::get_world_position_x() {
return _world_position.x;
}
@ -62,11 +44,6 @@ VoxelLight::~VoxelLight() {
}
void VoxelLight::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_chunk_position_x"), &VoxelLight::get_chunk_position_x);
ClassDB::bind_method(D_METHOD("get_chunk_position_y"), &VoxelLight::get_chunk_position_y);
ClassDB::bind_method(D_METHOD("get_chunk_position_z"), &VoxelLight::get_chunk_position_z);
ClassDB::bind_method(D_METHOD("set_chunk_position", "x", "y", "z"), &VoxelLight::set_chunk_position);
ClassDB::bind_method(D_METHOD("get_world_position_x"), &VoxelLight::get_world_position_x);
ClassDB::bind_method(D_METHOD("get_world_position_y"), &VoxelLight::get_world_position_y);
ClassDB::bind_method(D_METHOD("get_world_position_z"), &VoxelLight::get_world_position_z);

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@ -11,12 +11,6 @@ class VoxelLight : public Reference {
GDCLASS(VoxelLight, Reference);
public:
int get_chunk_position_x();
int get_chunk_position_y();
int get_chunk_position_z();
Vector3i get_chunk_position();
void set_chunk_position(int x, int y, int z);
int get_world_position_x();
int get_world_position_y();
int get_world_position_z();

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@ -437,6 +437,15 @@ void VoxelCubePoints::setup(const Ref<VoxelBuffer> buffer, int x, int y, int z,
_point_aos[P101] = buffer->get_voxel(x + size, y, z + size, VoxelBuffer::CHANNEL_AO);
_point_aos[P111] = buffer->get_voxel(x + size, y + size, z + size, VoxelBuffer::CHANNEL_AO);
_point_colors[P000] = Color(buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
_point_colors[P100] = Color(buffer->get_voxel(x + size, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x + size, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x + size, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
_point_colors[P010] = Color(buffer->get_voxel(x, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
_point_colors[P001] = Color(buffer->get_voxel(x, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
_point_colors[P110] = Color(buffer->get_voxel(x + size, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x + size, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x + size, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
_point_colors[P011] = Color(buffer->get_voxel(x, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
_point_colors[P101] = Color(buffer->get_voxel(x + size, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x + size, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x + size, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
_point_colors[P111] = Color(buffer->get_voxel(x + size, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x + size, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x + size, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
refresh_neighbours(buffer);
refresh_points();
@ -585,6 +594,27 @@ int VoxelCubePoints::get_face_point_ao(int face, int index) {
return _point_aos[indx];
}
Color VoxelCubePoints::get_face_point_ao_color(int face, int index) {
int indx = get_point_index(face, index);
float ao_value = (_point_aos[indx] / 255.0) * 0.75;
return Color(ao_value, ao_value, ao_value);
}
Color VoxelCubePoints::get_face_point_light_color(int face, int index) {
int indx = get_point_index(face, index);
return _point_colors[indx];
}
Color VoxelCubePoints::get_face_point_color_mixed(int face, int index) {
int indx = get_point_index(face, index);
float ao_value = (_point_aos[indx] / 255.0) * 0.75;
return _point_colors[indx] - Color(ao_value, ao_value, ao_value);
}
Vector3 VoxelCubePoints::get_point(int index) {
ERR_FAIL_INDEX_V(index, POINT_COUNT, Vector3());
@ -753,6 +783,9 @@ void VoxelCubePoints::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_point_ao", "index"), &VoxelCubePoints::get_point_ao);
ClassDB::bind_method(D_METHOD("get_face_point_ao", "face", "index"), &VoxelCubePoints::get_face_point_ao);
ClassDB::bind_method(D_METHOD("get_face_point_ao_color", "face", "index"), &VoxelCubePoints::get_face_point_ao_color);
ClassDB::bind_method(D_METHOD("get_face_point_light_color", "face", "index"), &VoxelCubePoints::get_face_point_light_color);
ClassDB::bind_method(D_METHOD("get_face_point_color_mixed", "face", "index"), &VoxelCubePoints::get_face_point_color_mixed);
ClassDB::bind_method(D_METHOD("get_point", "index"), &VoxelCubePoints::get_point);

View File

@ -116,6 +116,9 @@ public:
int get_point_ao(int index);
int get_face_point_ao(int face, int index);
Color get_face_point_ao_color(int face, int index);
Color get_face_point_light_color(int face, int index);
Color get_face_point_color_mixed(int face, int index);
Vector3 get_point(int index);
Vector3 get_top_left_point(int face);
@ -144,6 +147,7 @@ private:
uint8_t _point_types[POINT_COUNT];
uint8_t _point_fills[POINT_COUNT];
uint8_t _point_aos[POINT_COUNT];
Color _point_colors[POINT_COUNT];
unsigned int _point_neighbours[POINT_COUNT];
int _size;

View File

@ -136,7 +136,7 @@ void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &ligh
for (int i = 0; i < lights.size(); ++i) {
Ref<VoxelLight> light = lights.get(i);
Vector3 lightDir = light->get_world_position() - vertex;
Vector3 lightDir = light->get_world_position().to_vec3() - vertex;
float dist2 = lightDir.dot(lightDir);
//inverse sqrt
@ -155,7 +155,7 @@ void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &ligh
Vector3 value = cv * (NdotL / (1.0 + dist2));
value *= light->get_strength();
value *= light->get_size();
v_lightDiffuse += value;
/*

View File

@ -25,7 +25,6 @@
const char *VoxelBuffer::CHANNEL_ID_HINT_STRING = "Type,Sdf,Data2,Data3,Data4,Data5,Data6,Data7";
VoxelBuffer::VoxelBuffer() {
_channels[CHANNEL_ISOLEVEL].defval = 255;
}
VoxelBuffer::~VoxelBuffer() {
@ -317,26 +316,60 @@ void VoxelBuffer::generate_ao() {
}
void VoxelBuffer::add_light(int local_x, int local_y, int local_z, int size, Color color) {
VoxelBufferLight l;
ERR_FAIL_COND(size < 0);
l.x = local_x;
l.y = local_y;
l.z = local_z;
l.color = color;
l.size = size;
int size_x = _size.x;
int size_y = _size.y;
int size_z = _size.z;
_lights.push_back(l);
}
void VoxelBuffer::remove_light(int local_x, int local_y, int local_z) {
for (int i = 0; i < _lights.size(); ++i) {
VoxelBufferLight l = _lights.get(i);
float sizef = static_cast<float>(size);
float rf = (color.r / sizef);
float gf = (color.g / sizef);
float bf = (color.b / sizef);
if (l.x == local_x && l.y == local_y && l-z == local_z) {
_lights.remove(i);
return;
for (int y = local_y - size; y <= local_y + size; ++y) {
if (y < 0 || y > size_y)
continue;
for (int z = local_z - size; z <= local_z + size; ++z) {
if (z < 0 || z > size_z)
continue;
for (int x = local_x - size; x <= local_x + size; ++x) {
if (x < 0 || x > size_x)
continue;
float len = (Math::sqrt((real_t)x * x + y * y + z * z)) / sizef;
int r = rf * len * 255.0;
int g = gf * len * 255.0;
int b = bf * len * 255.0;
r += get_voxel(x, y, z, CHANNEL_LIGHT_COLOR_R);
g += get_voxel(x, y, z, CHANNEL_LIGHT_COLOR_G);
b += get_voxel(x, y, z, CHANNEL_LIGHT_COLOR_B);
if (r > 255)
r = 255;
if (g > 255)
g = 255;
if (b > 255)
b = 255;
set_voxel(r, x, y, z, CHANNEL_LIGHT_COLOR_R);
set_voxel(g, x, y, z, CHANNEL_LIGHT_COLOR_G);
set_voxel(b, x, y, z, CHANNEL_LIGHT_COLOR_B);
}
}
}
}
void VoxelBuffer::clear_lights() {
fill(0, CHANNEL_LIGHT_COLOR_R);
fill(0, CHANNEL_LIGHT_COLOR_G);
fill(0, CHANNEL_LIGHT_COLOR_B);
}
void VoxelBuffer::create_channel(int i, Vector3i size, uint8_t defval) {
create_channel_noinit(i, size);
@ -384,7 +417,7 @@ void VoxelBuffer::_bind_methods() {
ClassDB::bind_method(D_METHOD("generate_ao"), &VoxelBuffer::generate_ao);
ClassDB::bind_method(D_METHOD("add_light", "local_x", "local_y", "local_z", "size", "color"), &VoxelBuffer::add_light);
ClassDB::bind_method(D_METHOD("remove_light", "local_x", "local_y", "local_z"), &VoxelBuffer::remove_light);
ClassDB::bind_method(D_METHOD("clear_lights"), &VoxelBuffer::clear_lights);
BIND_ENUM_CONSTANT(CHANNEL_TYPE);
BIND_ENUM_CONSTANT(CHANNEL_ISOLEVEL);

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@ -124,8 +124,9 @@ public:
uint8_t *get_channel_raw(unsigned int channel_index) const;
void generate_ao();
void add_light(int local_x, int local_y, int local_z, int size, Color color);
void remove_light(int local_x, int local_y, int local_z);
void clear_lights();
private:
void create_channel_noinit(int i, Vector3i size);
@ -147,14 +148,6 @@ protected:
_FORCE_INLINE_ void _fill_area_binding(int defval, Vector3 min, Vector3 max, unsigned int channel_index) { fill_area(defval, Vector3i(min), Vector3i(max), channel_index); }
_FORCE_INLINE_ void _set_voxel_f_binding(real_t value, int x, int y, int z, unsigned int channel) { set_voxel_f(value, x, y, z, channel); }
struct VoxelBufferLight {
int x;
int y;
int z;
Color _color;
int _size;
};
private:
struct Channel {
// Allocated when the channel is populated.
@ -175,8 +168,6 @@ private:
// How many voxels are there in the three directions. All populated channels have the same size.
Vector3i _size;
Vector<VoxelBufferLight> _lights;
};
VARIANT_ENUM_CAST(VoxelBuffer::ChannelId)

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@ -1,13 +1,66 @@
#include "voxel_chunk.h"
NodePath VoxelChunk::get_library_path() {
return _library_path;
int VoxelChunk::get_chunk_position_x() {
return _chunk_position.x;
}
void VoxelChunk::set_library_path(NodePath value) {
_library_path = value;
void VoxelChunk::set_chunk_position_x(int value) {
_chunk_position.x = value;
}
NodePath VoxelChunk::get_mesh_instance_path() {
int VoxelChunk::get_chunk_position_y() {
return _chunk_position.y;
}
void VoxelChunk::set_chunk_position_y(int value) {
_chunk_position.y = value;
}
int VoxelChunk::get_chunk_position_z() {
return _chunk_position.z;
}
void VoxelChunk::set_chunk_position_z(int value) {
_chunk_position.z = value;
}
Vector3i VoxelChunk::get_chunk_position() const {
return _chunk_position;
}
void VoxelChunk::set_chunk_position(int x, int y, int z) {
_chunk_position.x = x;
_chunk_position.y = y;
_chunk_position.z = z;
}
int VoxelChunk::get_chunk_size_x() {
return _chunk_size.x;
}
void VoxelChunk::set_chunk_size_x(int value) {
_chunk_size.x = value;
}
int VoxelChunk::get_chunk_size_y() {
return _chunk_size.y;
}
void VoxelChunk::set_chunk_size_y(int value) {
_chunk_size.y = value;
}
int VoxelChunk::get_chunk_size_z() {
return _chunk_size.z;
}
void VoxelChunk::set_chunk_size_z(int value) {
_chunk_size.z = value;
}
Vector3i VoxelChunk::get_chunk_size() const {
return _chunk_size;
}
void VoxelChunk::set_chunk_size(int x, int y, int z) {
_chunk_size.x = x;
_chunk_size.y = y;
_chunk_size.z = z;
}
NodePath VoxelChunk::get_mesh_instance_path() const {
return _mesh_instance_path;
}
void VoxelChunk::set_mesh_instance_path(NodePath value) {
@ -21,7 +74,7 @@ void VoxelChunk::set_library(Ref<VoxelmanLibrary> value) {
_library = value;
}
float VoxelChunk::get_voxel_scale() {
float VoxelChunk::get_voxel_scale() const {
return _voxel_scale;
}
void VoxelChunk::set_voxel_scale(float value) {
@ -35,21 +88,21 @@ void VoxelChunk::set_mesher(Ref<VoxelMesher> mesher) {
_mesher = mesher;
}
bool VoxelChunk::get_build_mesh() {
bool VoxelChunk::get_build_mesh() const {
return _build_mesh;
}
void VoxelChunk::set_build_mesh(bool value) {
_build_mesh = value;
}
bool VoxelChunk::get_create_collider() {
bool VoxelChunk::get_create_collider() const {
return _create_collider;
}
void VoxelChunk::set_create_collider(bool value) {
_create_collider = value;
}
bool VoxelChunk::get_bake_lights() {
bool VoxelChunk::get_bake_lights() const {
return _bake_lights;
}
void VoxelChunk::set_bake_lights(bool value) {
@ -170,18 +223,62 @@ bool VoxelChunk::is_enabled() const {
return _enabled;
}
void VoxelChunk::add_voxel_light_bind(Vector3 position, Color color, float strength) {
add_voxel_light(position, color, strength);
void VoxelChunk::add_lights(Array lights) {
for (int i = 0; i < lights.size(); ++i) {
Ref<VoxelLight> light = Ref<VoxelLight>(lights.get(i));
if (light.is_valid()) {
add_voxel_light(light);
}
}
}
void VoxelChunk::add_voxel_light(Ref<VoxelLight> light) {
_voxel_lights.push_back(light);
}
void VoxelChunk::remove_voxel_light(Ref<VoxelLight> light) {
for (int i = 0; i < _voxel_lights.size(); ++i) {
if (_voxel_lights[i] == light) {
_voxel_lights.remove(i);
return;
}
}
}
void VoxelChunk::clear_voxel_lights() {
_voxel_lights.clear();
}
Ref<VoxelLight> VoxelChunk::add_voxel_light(Vector3i position, Color color, float strength, Vector3 offset) {
Vector3 pos(position.x, position.y, position.z);
void VoxelChunk::get_lights(Array lights) {
for (int i = 0; i < _voxel_lights.size(); ++i) {
lights.append(_voxel_lights[i]);
}
}
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)));
void VoxelChunk::bake_lights() {
clear_baked_lights();
_voxel_lights.push_back(light);
for (int i = 0; i < _voxel_lights.size(); ++i) {
bake_light(_voxel_lights[i]);
}
}
void VoxelChunk::bake_light(Ref<VoxelLight> light) {
ERR_FAIL_COND(!light.is_valid());
return light;
Vector3i wp = light->get_world_position();
int wpx = wp.x - (_chunk_position.x * _chunk_size.x);
int wpy = wp.y - (_chunk_position.y * _chunk_size.y);
int wpz = wp.z - (_chunk_position.z * _chunk_size.z);
//int wpx = (int)(wp.x / _chunk_size.x) - _chunk_position.x;
//int wpy = (int)(wp.y / _chunk_size.y) - _chunk_position.y;
//int wpz = (int)(wp.z / _chunk_size.z) - _chunk_position.z;
_buffer->add_light(wpx, wpy, wpz, light->get_size(), light->get_color());
}
void VoxelChunk::clear_baked_lights() {
_buffer->clear_lights();
}
void VoxelChunk::draw_cross_voxels(Vector3 pos) {
@ -245,7 +342,6 @@ void VoxelChunk::draw_debug_voxels(int max, Color color) {
if (a > max) {
break;
}
}
}
}
@ -253,8 +349,7 @@ void VoxelChunk::draw_debug_voxels(int max, Color color) {
_debug_drawer->end();
}
void VoxelChunk::draw_debug_voxel_lights(int max, bool localPosition) {
/*
void VoxelChunk::draw_debug_voxel_lights() {
if (_debug_drawer == NULL) {
Node *n = get_node(_debug_drawer_path);
@ -263,37 +358,25 @@ void VoxelChunk::draw_debug_voxel_lights(int max, bool localPosition) {
}
}
if (_debug_drawer == NULL) {
return;
}
ERR_FAIL_COND(_debug_drawer == NULL);
_debug_drawer->clear();
_debug_drawer->begin(Mesh::PrimitiveType::PRIMITIVE_LINES);
_debug_drawer->set_color(Color(1, 1, 1));
const int *k = NULL;
for (int i = 0; i < _voxel_lights.size(); ++i) {
Ref<VoxelLight> v = _voxel_lights[i];
Vector3 pos = get_transform().get_origin();
Vector3i pos = v->get_world_position();
int a = 0;
while ((k = _voxel_lights->next(k))) {
Ref<VoxelLight> v = _voxel_lights->get(*k);
int pos_x = pos.x - (_chunk_size.x * _chunk_position.x);
int pos_y = pos.y - (_chunk_size.y * _chunk_position.y);
int pos_z = pos.z - (_chunk_size.z * _chunk_position.z);
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;
}
draw_cross_voxels(Vector3(pos_x, pos_y, pos_z), 1.0);
}
_debug_drawer->end();*/
_debug_drawer->end();
}
void VoxelChunk::_bind_methods() {
@ -302,9 +385,33 @@ void VoxelChunk::_bind_methods() {
ClassDB::bind_method(D_METHOD("_create_mesher"), &VoxelChunk::_create_mesher);
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_chunk_position_x"), &VoxelChunk::get_chunk_position_x);
ClassDB::bind_method(D_METHOD("set_chunk_position_x", "value"), &VoxelChunk::set_chunk_position_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_x"), "set_chunk_position_x", "get_chunk_position_x");
ClassDB::bind_method(D_METHOD("get_chunk_position_y"), &VoxelChunk::get_chunk_position_y);
ClassDB::bind_method(D_METHOD("set_chunk_position_y", "value"), &VoxelChunk::set_chunk_position_y);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_y"), "set_chunk_position_y", "get_chunk_position_y");
ClassDB::bind_method(D_METHOD("get_chunk_position_z"), &VoxelChunk::get_chunk_position_z);
ClassDB::bind_method(D_METHOD("set_chunk_position_z", "value"), &VoxelChunk::set_chunk_position_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_z"), "set_chunk_position_x", "get_chunk_position_z");
ClassDB::bind_method(D_METHOD("set_chunk_position", "x", "y", "z"), &VoxelChunk::set_chunk_position);
ClassDB::bind_method(D_METHOD("get_chunk_size_x"), &VoxelChunk::get_chunk_size_x);
ClassDB::bind_method(D_METHOD("set_chunk_size_x", "value"), &VoxelChunk::set_chunk_size_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_x"), "set_chunk_size_x", "get_chunk_size_x");
ClassDB::bind_method(D_METHOD("get_chunk_size_y"), &VoxelChunk::get_chunk_size_y);
ClassDB::bind_method(D_METHOD("set_chunk_size_y", "value"), &VoxelChunk::set_chunk_size_y);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_y"), "set_chunk_size_y", "get_chunk_size_y");
ClassDB::bind_method(D_METHOD("get_chunk_size_z"), &VoxelChunk::get_chunk_size_z);
ClassDB::bind_method(D_METHOD("set_chunk_size_z", "value"), &VoxelChunk::set_chunk_size_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_z"), "set_chunk_size_x", "get_chunk_size_z");
ClassDB::bind_method(D_METHOD("set_chunk_size", "x", "y", "z"), &VoxelChunk::set_chunk_size);
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);
@ -344,13 +451,22 @@ void VoxelChunk::_bind_methods() {
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("add_lights", "lights"), &VoxelChunk::add_lights);
ClassDB::bind_method(D_METHOD("add_voxel_light", "light"), &VoxelChunk::add_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("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("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("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);
ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &VoxelChunk::draw_debug_voxel_lights);
}
VoxelChunk::VoxelChunk() {

View File

@ -9,6 +9,7 @@
#include "scene/3d/collision_shape.h"
#include "scene/3d/physics_body.h"
#include "scene/resources/concave_polygon_shape.h"
#include "core/array.h"
#include "../data/voxel_light.h"
@ -24,28 +25,45 @@ class VoxelChunk : public Spatial {
GDCLASS(VoxelChunk, Spatial);
public:
NodePath get_library_path();
void set_library_path(NodePath value);
int get_chunk_position_x();
void set_chunk_position_x(int value);
int get_chunk_position_y();
void set_chunk_position_y(int value);
int get_chunk_position_z();
void set_chunk_position_z(int value);
NodePath get_mesh_instance_path();
Vector3i get_chunk_position() const;
void set_chunk_position(int x, int y, int z);
int get_chunk_size_x();
void set_chunk_size_x(int value);
int get_chunk_size_y();
void set_chunk_size_y(int value);
int get_chunk_size_z();
void set_chunk_size_z(int value);
Vector3i get_chunk_size() const;
void set_chunk_size(int x, int y, int z);
NodePath get_mesh_instance_path() const;
void set_mesh_instance_path(NodePath value);
Ref<VoxelmanLibrary> get_library();
void set_library(Ref<VoxelmanLibrary> value);
float get_voxel_scale();
float get_voxel_scale() const;
void set_voxel_scale(float value);
Ref<VoxelMesher> get_mesher() const;
void set_mesher(Ref<VoxelMesher> mesher);
bool get_build_mesh();
bool get_build_mesh() const;
void set_build_mesh(bool value);
bool get_create_collider();
bool get_create_collider() const;
void set_create_collider(bool value);
bool get_bake_lights();
bool get_bake_lights() const;
void set_bake_lights(bool value);
NodePath get_debug_drawer_path();
@ -65,8 +83,16 @@ public:
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);
void add_lights(Array lights);
void add_voxel_light(Ref<VoxelLight> light);
void remove_voxel_light(Ref<VoxelLight> light);
void clear_voxel_lights();
void get_lights(Array lights);
void bake_lights();
void bake_light(Ref<VoxelLight> light);
void clear_baked_lights();
StaticBody *create_trimesh_collision_node();
@ -74,7 +100,7 @@ public:
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_debug_voxel_lights();
void draw_cross_voxels(Vector3 pos);
void draw_cross_voxels(Vector3 pos, float fill);
@ -83,6 +109,9 @@ protected:
bool _enabled;
Vector3i _chunk_position;
Vector3i _chunk_size;
Ref<VoxelBuffer> _buffer;
Vector<Ref<VoxelLight> > _voxel_lights;
float _voxel_scale;