Commit Graph

309 Commits

Author SHA1 Message Date
9da5d2e2d0 VoxelChunk now inherits from Resource instead of from Spatial. This is to make the scene cleaner (especially after I implement the world editor plugin). As a small bonus this should also make multithreading-related crashes harder to create, as manipulating the Scenetree from a thread by accident is now a lot harder. 2020-04-02 21:28:19 +02:00
599b3eb8ea Fixed 2 warnings. 2020-03-31 13:32:06 +02:00
f7fd0193ea Added an editable property to VoxelWorld, and made the world editor plugin make use of it. 2020-03-31 13:25:31 +02:00
dfafb23342 VoxelChunk now won't expose the channels for the editor. This functionality should be implemented per chunk implementation. Did not delete the code yet, just commented it out. 2020-03-31 12:42:22 +02:00
3969e0ba5f Fix a multithreading related crash. 2020-03-30 23:15:23 +02:00
f26fe74fc4 Ported the lod implementation from Broken Seals. 2020-03-30 19:46:39 +02:00
393ee1fb1b DefaultVoxelChunk now has a general interface for storing mesh/collider RIDs. 2020-03-30 18:32:39 +02:00
ee03e42a5a Fix assign. 2020-03-30 14:57:07 +02:00
4691e2aaef Ported merge_mesh_array and merge_mesh_array from Broken Seals. 2020-03-30 14:36:49 +02:00
4a3c9836ff Made the default visibility change event overrideable in VoxelChunkDefault. 2020-03-29 23:55:40 +02:00
541abb954d Now materials in Library are stored with vectors. This makes it possible to have different materials for every lod level for example. 2020-03-29 20:19:38 +02:00
ddfdb4489f Missed a binding. 2020-03-24 18:44:17 +01:00
87d387388c Apparently, calling emit signal and set_process_internal form a separate thread is not smart. 2020-03-24 18:42:01 +01:00
d0578c24d4 Separated VoxelStructure into 2 classes, and made it scriptable. 2020-03-19 13:08:58 +01:00
666695a220 Now VoxelChunkDefault will move it's meshes if it's transform changes, free them on EXIT_TREE, and sets their visibility. Also added a few missing break statements. 2020-03-15 19:33:10 +01:00
080e8f2437 Broke up VoxelChunk into VoxelChunk and VoxelChunkDefault. 2020-03-12 23:23:38 +01:00
29b77a3a6d Finished up the rework I started in the prevoius commit. 2020-03-06 21:09:13 +01:00
90cbfe02cc started reworking how chunk handles threaded builds. 2020-03-06 16:12:39 +01:00
8f71179c5e More work on Chunk's threading. 2020-03-06 15:39:55 +01:00
370e14f6c8 Removed the temp mesh array I just added from voxel chunk. 2020-03-06 14:27:04 +01:00
656f0ba9fa build_phase() and _build_phase() in Chunk now won't return/need to return a value, as get_build_phase_done() is equivalent. Also now chunk building is actually threaded, as it seems like I managed to remove thread creation in one of the refactor commits. Also fixed a few smaller issues/inconsistencies. 2020-03-06 14:22:04 +01:00
d08da0375a Better way of handling the previous improvement. It will actually work now properly aswell. 2020-03-04 20:49:00 +01:00
f9d13c611f Improved aborting chunk build. 2020-03-04 20:12:15 +01:00
59291a9417 Fix math in is_position_walkable. 2020-03-04 18:35:09 +01:00
fbd2903477 Added is_position_walkable query to World, also a few related things. 2020-03-04 15:21:32 +01:00
dec4fcd402 Added get_max_frame_chunk_build_steps to be able to limit the chunk build steps launched per frame. Also a few smaller improvements. 2020-03-04 14:59:34 +01:00
d431ca4daa Added index-based remove chunk function, also fixed remove_chunk, now it properly removes the given chunk from the chunk map. 2020-03-04 10:48:53 +01:00
e45e3875f8 Setup for a new VoxelWorldEditor. 2020-02-27 14:27:52 +01:00
d85187b6a8 Removed stray files. 2020-02-27 13:43:46 +01:00
36063410f9 Hide saved channels in the editor, and from scripts. 2020-02-26 12:22:46 +01:00
3e98b8e01c Added a few properties to chunk, so they can be saved into PackedScenes if needed. 2020-02-26 01:08:18 +01:00
5b32345181 Fleshed out VoxelStructure's api. 2020-02-23 22:09:45 +01:00
f25dac92ea Started reworking VoxelStructure's api. 2020-02-21 10:42:51 +01:00
6c39845387 Removed a few now unneeded methods from VoxelChunk, they got merged into _build_phase. Also added build_mesh_into to VoxelMesher, it's equivalent to the old build_mesh. 2020-02-20 13:44:38 +01:00
8b734eec11 Mesher's build_mesh function now has no argument, and returns an array. 2020-02-20 13:19:54 +01:00
509d45a662 build_phase() in VoxelChunk should be thread safe. 2020-02-16 16:18:41 +01:00
07afd06c2a Now chunks can properly use multiple meshers at the same time. 2020-02-14 19:02:31 +01:00
a457ed400c Added data margin start, and end property to VoxelWorld for easy access. Improved set_voxel, and get_voxel in VoxelChunk to accomodate for margins as originally intended (e.g. if start_margin is 1, indexes go from -1 to size + end margin). Fixed/updated indexing in VoxelMesherCubic. 2020-02-14 03:19:15 +01:00
3a8310c51f More improvements to chunk's threading logic. Also removed the build_phase_done function I added a few hours ago, and made build_phase return a bool (true if the phase is completed, false if not), essentially achieving the same effect. 2020-02-12 20:34:16 +01:00
8a2524dc57 Improved multithreading a lot, it doesn't seem to crash anymore. Also made chunk mesh generation faster by letting build phases run one after an another without launching new threads (using is_phase_threaded). 2020-02-12 14:16:31 +01:00
fd1ff4b4ff Better chunk building setup. And smaller fixes and tweaks. 2020-02-10 23:39:57 +01:00
db77530ec1 Updated the license for 2020, and added it to the top of my cpp files. 2020-01-31 19:52:37 +01:00
01bb492760 Merge branch 'meshers' 2020-01-13 00:40:10 +01:00
104a307d55 Now Chunk has a vector of meshers, this simplifies for example liquid meshing, and this allows combining multiple meshers. Also the number of build phases is settable. 2020-01-13 00:39:55 +01:00
c0c0fa403c Fix a typo in Chunk's bindings. 2020-01-12 21:58:23 +01:00
a67d0393ca Clang format. 2020-01-09 04:29:05 +01:00
8e02dcb9e8 Fix build. 2019-12-24 03:22:17 +01:00
ce4020962e Now the mesher will set the material for the generated meshes directly, also it sets the material as surface material instead of an override material. 2019-12-03 19:22:04 +01:00
edec04cfdc Chunk now supports threaded builds. Also small fixes. 2019-11-19 20:39:45 +01:00
a377c994e9 Fixes. 2019-11-19 19:14:46 +01:00
ffb154a4fe More work. 2019-11-19 16:42:38 +01:00
1003a393e6 More work. 2019-11-19 16:33:06 +01:00
d2566ab82b gdscript->c++ conversions. 2019-11-19 14:42:21 +01:00
0594215929 Seemingly the bindings are done. Also added a new chunk build phase. 2019-11-19 00:54:28 +01:00
7885d49949 Implemented chunks's new functionality, and work on the bindings. 2019-11-18 23:50:06 +01:00
5bfe5e7905 Fixed linker errors aswell. 2019-11-18 22:40:58 +01:00
d5acb28a90 More work on fixing compile. 2019-11-18 22:22:41 +01:00
9103db635f More work on compile. 2019-11-18 21:53:33 +01:00
b60b8a96d6 More work on the build, and more api breakages. 2019-11-18 20:16:29 +01:00
f00933bb71 More work on fixing the build. 2019-11-18 20:03:40 +01:00
decf9a4af2 Work on the interface, and build. 2019-11-18 19:43:15 +01:00
5b275155c5 Removed the classes that I got from the other voxel module. Moved the stuff that I wrote from VoxelBuffer to VoxelChunk. I'll reimplement the needed stuff myself into the chunk. 2019-11-18 19:22:11 +01:00
d8035c86e9 VoxelBuffer now stores it's actual size separately. 2019-11-17 03:25:46 +01:00
5e5d95aac5 Added margin to VoxelBuffer. 2019-11-17 02:17:40 +01:00
e0deb2ea66 Added liquid, and clutter mesh allocations into Chunk, also related modifications. 2019-11-10 13:42:59 +01:00
c674a8c045 Added chunk states, and dirty flag to Chunk. 2019-11-10 03:10:42 +01:00
f0cd4008fc Added WorldArea. 2019-11-10 01:03:48 +01:00
7ee2017568 Added 2 more build phases. 2019-11-09 23:43:29 +01:00
3b722e24f9 Added binds for liquids. 2019-11-09 23:39:19 +01:00
8bbc6da5d2 Now PropData can add lights into chunks. 2019-11-08 11:52:36 +01:00
2c49d2e8d9 Renamed VoxelmanProp to PropData. 2019-11-07 21:32:31 +01:00
033fe750c0 Updated the color baking algorithm, and restructured build phases. 2019-11-06 17:43:51 +01:00
f23f3122a4 Better snap axis defaults. 2019-11-06 13:44:22 +01:00
3f7b422662 VoxelChunk is s Spatial now (again). 2019-11-06 03:37:22 +01:00
440b4eadfb Added a Texture property to VoxelChunkPropData aswell. 2019-11-05 21:27:31 +01:00
8e4e65371d Typo fixes. 2019-10-16 00:50:30 +02:00
472b077d3f Added a "_prop_added" vmethod to Chunk. 2019-10-14 23:59:42 +02:00
fd3a162126 Reworked the way chung handles props, and made chunk building fully scriptable. 2019-10-10 23:51:05 +02:00
cf9e3e8f19 Added an EnvironmentData class. 2019-10-07 22:22:47 +02:00
0175490bc5 Now VoxelWorld inherits from Navigation. 2019-10-05 22:53:48 +02:00
aa4fb6c088 Implemented the remaining stub methods for voxel structure. 2019-09-25 11:30:07 +02:00
56ce70f025 Work on VoxelStructure. 2019-09-25 01:49:35 +02:00
4d24c13e91 Added VoxelStructure skeleton class. 2019-09-24 02:05:40 +02:00
306dc575d8 Improved the way props work. 2019-09-22 02:46:21 +02:00
916676cfab Renamed VoxelPropData, and cleaned up VoxelProp bit. 2019-09-21 00:02:10 +02:00
5eb5249147 Level generator skeleton class. 2019-09-03 13:52:32 +02:00
34e109a54b Moved more properties. 2019-08-12 20:40:05 +02:00
b0dc290c20 Started moving common things in VoxelWorld to c++. 2019-08-12 13:12:42 +02:00
78581077f7 Added a new random ao channel. 2019-08-08 21:09:55 +02:00
de3f60d3f4 Added a new method to VoxelChunk. 2019-08-03 23:17:19 +02:00
a633808274 Renamed free to free_chunk, as it collided with Object's free(). 2019-08-01 01:05:09 +02:00
9b842c159a -Moved the basic mesh color baking into the base VoxelMesher, as well as the 2 light specific parameters.
-Added a binding from the AO VoxelBuffer enum value.
-Renamed back draw_debug_voxels_colored to draw_debug_voxels.
2019-07-24 02:14:02 +02:00
47f3fa2a7f Now the props use transforms internally, instead of vectors. And improved the design a bit. 2019-07-20 14:48:56 +02:00
c29c74b1d9 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. 2019-07-19 23:54:56 +02:00
4ad2faca86 Started reworking the mesher, and the cunk's interface. 2019-07-19 20:54:09 +02:00
029f241005 Implemented props. 2019-07-18 18:56:42 +02:00
7e7c07cbd8 VoxelChunk is a Reference now. 2019-07-18 02:05:50 +02:00
9c036f0706 Now VoxelChunk uses the VisualServer, and PhysicsServer directly. 2019-07-18 01:43:58 +02:00
7db42b88a1 Now the base light value is settable in the Cubic Voxel Mesher. 2019-07-17 19:51:09 +02:00
469773a9fd Fixed the voxel mesher, and converted it to c++. Also small bugfixes, and binding improvements. ALso moved a few export variables from GDscript to bindings. 2019-07-17 17:01:12 +02:00
e4e38c0bde Work on lights, and cleanups. 2019-07-17 02:28:16 +02:00
7f0a832677 Implemented Ao generation, and started working on light support. 2019-07-16 16:18:09 +02:00
71de54d9a0 Now voxelman can actually make meshes. 2019-06-08 19:47:17 +02:00
b50c9be4e7 More cleanup, and fixed a misunderstanding. 2019-06-08 01:28:39 +02:00
ba05f93aa2 -Removed Voxel, not needed.
-Huge cleanup.
-Moved the voxel query to a new folder, also it's not in the build anymore. Will be removed shortly.
2019-06-07 19:13:07 +02:00
9fb6a4e1c1 Progress on getting voxelman to work again, also cleanups. 2019-06-07 01:33:41 +02:00
b5bdecf95a Added VoxelBuffer to the build. 2019-05-31 23:57:56 +02:00
e2c8c5c2ca Added in 2 more classes and the updated vector3i from https://github.com/Zylann/godot_voxel. Also added their license to the top of these files. 2019-05-31 23:28:33 +02:00
4d73c7e9c6 Added in gridmap from godot, I currently think it is a nice place to start from with the voxel world, as it pretty much already works like it, and it has a nice editor plugin as well. Also I haven't yet used godot's servers too much. 2019-05-31 23:03:38 +02:00