#ifndef VOXEL_CHUNK_H #define VOXEL_CHUNK_H #include "scene/3d/spatial.h" #include "core/engine.h" #include "core/os/thread.h" #include "core/os/thread_safe.h" #include "core/ustring.h" #include "core/array.h" #include "scene/3d/collision_shape.h" #include "scene/3d/mesh_instance.h" #include "scene/3d/physics_body.h" #include "scene/3d/spatial.h" #include "scene/resources/concave_polygon_shape.h" #include "scene/resources/packed_scene.h" #include "voxel_world.h" #include "../data/voxel_light.h" #include "../meshers/cubic_mesher/voxel_mesher_cubic.h" #include "../meshers/voxel_mesher.h" #include "../library/voxel_surface.h" #include "../library/voxelman_library.h" #include "../../mesh_data_resource/mesh_data_resource.h" #include "../props/prop_data.h" #include "../props/prop_data_entry.h" #include "../props/prop_data_light.h" #include "../props/prop_data_mesh.h" #include "../props/prop_data_scene.h" #include "voxel_chunk_prop_data.h" class VoxelWorld; class VoxelChunk : public Spatial { GDCLASS(VoxelChunk, Spatial); _THREAD_SAFE_CLASS_ public: enum { VOXEL_CHUNK_STATE_OK = 0, VOXEL_CHUNK_STATE_GENERATION_QUEUED = 1, VOXEL_CHUNK_STATE_GENERATION = 2, VOXEL_CHUNK_STATE_MESH_GENERATION_QUEUED = 3, VOXEL_CHUNK_STATE_MESH_GENERATION = 4, VOXEL_CHUNK_STATE_MAX = 5, }; enum { BUILD_PHASE_DONE = 0, BUILD_PHASE_SETUP = 1, BUILD_PHASE_TERRARIN_MESH_SETUP = 2, BUILD_PHASE_TERRARIN_MESH_COLLIDER = 3, BUILD_PHASE_LIGHTS = 4, BUILD_PHASE_TERRARIN_MESH = 5, BUILD_PHASE_PROP_MESH = 6, BUILD_PHASE_PROP_COLLIDER = 7, BUILD_PHASE_LIQUID = 8, BUILD_PHASE_CLUTTER = 9, BUILD_PHASE_FINALIZE = 10, BUILD_PHASE_MAX = 11 }; enum DefaultChannels { DEFAULT_CHANNEL_TYPE = 0, DEFAULT_CHANNEL_ISOLEVEL, DEFAULT_CHANNEL_LIGHT_COLOR_R, DEFAULT_CHANNEL_LIGHT_COLOR_G, DEFAULT_CHANNEL_LIGHT_COLOR_B, DEFAULT_CHANNEL_AO, DEFAULT_CHANNEL_RANDOM_AO, DEFAULT_CHANNEL_LIQUID_TYPES, DEFAULT_CHANNEL_LIQUID_FILL, DEFAULT_CHANNEL_LIQUID_FLOW, MAX_DEFAULT_CHANNELS }; public: bool get_is_generating() const; void set_is_generating(bool value); bool get_is_build_threaded() const; void set_is_build_threaded(bool value); bool get_dirty() const; void set_dirty(bool value); int get_state() const; void set_state(int value); int get_position_x(); void set_position_x(int value); int get_position_y(); void set_position_y(int value); int get_position_z(); void set_position_z(int value); int get_size_x(); int get_size_y(); int get_size_z(); int get_data_size_x(); int get_data_size_y(); int get_data_size_z(); Vector3 get_position() const; Vector3 get_size() const; void set_position(int x, int y, int z); int get_margin_start() const; int get_margin_end() const; Ref get_library(); void set_library(Ref value); int get_lod_size() const; void set_lod_size(int lod_size); float get_voxel_scale() const; void set_voxel_scale(float value); int get_current_build_phase(); void set_current_build_phase(int value); int get_max_build_phase(); void set_max_build_phase(int value); Ref get_mesher(int index) const; void set_mesher(int index, Ref mesher); void remove_mesher(int index); void add_mesher(Ref mesher); int get_mesher_count(); VoxelWorld *get_voxel_world() const; void set_voxel_world(VoxelWorld *world); void set_voxel_world_bind(Node *world); bool get_create_collider() const; void set_create_collider(bool value); bool get_bake_lights() const; void set_bake_lights(bool value); RID get_mesh_rid(); RID get_mesh_instance_rid(); RID get_shape_rid(); RID get_body_rid(); RID get_prop_mesh_rid(); RID get_prop_mesh_instance_rid(); RID get_prop_shape_rid(); RID get_prop_body_rid(); RID get_liquid_mesh_rid(); RID get_liquid_mesh_instance_rid(); RID get_clutter_mesh_rid(); RID get_clutter_mesh_instance_rid(); //Voxel Data void setup_channels(); void _setup_channels(); void set_size(int size_x, int size_y, int size_z, int margin_start = 0, int margin_end = 0); bool validate_channel_data_position(uint32_t x, uint32_t y, uint32_t z) const; uint8_t get_voxel(int x, int y, int z, int channel_index) const; void set_voxel(uint8_t value, int x, int y, int z, int channel_index); void set_channel_count(int count); void allocate_channel(int channel_index, uint8_t default_value = 0); void fill_channel(uint8_t value, int channel_index); void dealloc_channel(int channel_index); uint8_t *get_channel(int channel_index); uint8_t *get_valid_channel(int channel_index, uint8_t default_value = 0); uint32_t get_data_index(uint32_t x, uint32_t y, uint32_t z) const; uint32_t get_data_size() const; //Data Management functions void generate_ao(); void add_light(int local_x, int local_y, int local_z, int size, Color color); void clear_baked_lights(); //Meshing void create_meshers(); void _create_meshers(); void finalize_mesh(); void build(); static void _build_phase_threaded(void *_userdata); void build_phase(); void _build_phase(int phase); void next_phase(); void clear(); //Colliders void create_colliders(); void build_collider(); void remove_colliders(); //lights void add_lights(Array lights); void add_voxel_light(Ref 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 light); void clear_voxel_lights(); void add_lights_into(Array target); void add_unique_lights_into(Array target); Array get_lights(); void bake_lights(); void bake_light(Ref light); void add_prop_light(Ref light); //props void add_prop(Ref prop); Ref get_prop(int index); int get_prop_count(); void remove_prop(int index); void clear_props(); void process_props(); void build_prop_meshes(); void build_prop_collider(); void free_spawn_props(); //Meshes void allocate_main_mesh(); void free_main_mesh(); void allocate_prop_mesh(); void free_prop_mesh(); void allocate_prop_colliders(); void free_prop_colliders(); void allocate_liquid_mesh(); void free_liquid_mesh(); void allocate_clutter_mesh(); void free_clutter_mesh(); //Debug void create_debug_immediate_geometry(); void free_debug_immediate_geometry(); void draw_cross_voxels(Vector3 pos); void draw_cross_voxels_fill(Vector3 pos, float fill); void draw_debug_voxels(int max, Color color = Color(1, 1, 1)); void draw_debug_voxel_lights(); //free void free_chunk(); VoxelChunk(); ~VoxelChunk(); protected: void _notification(int p_what); static void _bind_methods(); bool _is_generating; bool _is_build_threaded; bool _abort_build; bool _dirty; int _state; int _current_build_phase; int _max_build_phases; bool _enabled; VoxelWorld *_voxel_world; int _position_x; int _position_y; int _position_z; uint32_t _size_x; uint32_t _size_y; uint32_t _size_z; uint32_t _data_size_x; uint32_t _data_size_y; uint32_t _data_size_z; uint32_t _margin_start; uint32_t _margin_end; Vector _channels; Vector > _voxel_lights; int _lod_size; float _voxel_scale; NodePath _library_path; Ref _library; Vector > _meshers; //voxel mesh RID _mesh_rid; RID _mesh_instance_rid; RID _shape_rid; RID _body_rid; //mergeable props Vector > _props; RID _prop_mesh_rid; RID _prop_mesh_instance_rid; RID _prop_shape_rid; RID _prop_body_rid; //liquids RID _liquid_mesh_rid; RID _liquid_mesh_instance_rid; //clutter RID _clutter_mesh_rid; RID _clutter_mesh_instance_rid; //spawned props Vector _spawned_props; //debug ImmediateGeometry *_debug_drawer; bool _build_mesh; bool _create_collider; bool _bake_lights; Thread *_build_thread; }; VARIANT_ENUM_CAST(VoxelChunk::DefaultChannels); #endif