/* Copyright (c) 2019-2020 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "voxel_chunk_default.h" #include "../../defines.h" #include visual_server_h #include physics_server_h #include "../../../opensimplex/open_simplex_noise.h" #include "../../meshers/default/voxel_mesher_default.h" #include "../voxel_world.h" const String VoxelChunkDefault::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process"; const String VoxelChunkDefault::BINDING_STRING_BUILD_FLAGS = "Use Isolevel,Use Lighting,Use AO,Use RAO,Generate AO,Generate RAO,Bake Lights,Create Collider,Create Lods"; _FORCE_INLINE_ int VoxelChunkDefault::get_build_flags() const { return _build_flags; } _FORCE_INLINE_ void VoxelChunkDefault::set_build_flags(const int flags) { _build_flags = flags; } _FORCE_INLINE_ VoxelChunkDefault::ActiveBuildPhaseType VoxelChunkDefault::get_active_build_phase_type() const { return _active_build_phase_type; } _FORCE_INLINE_ void VoxelChunkDefault::set_active_build_phase_type(const VoxelChunkDefault::ActiveBuildPhaseType value) { if (_active_build_phase_type == value) return; if (_active_build_phase_type == VoxelChunkDefault::BUILD_PHASE_TYPE_PHYSICS_PROCESS) { set_physics_process(false); } else if (_active_build_phase_type == VoxelChunkDefault::BUILD_PHASE_TYPE_PROCESS) { set_process(false); } _active_build_phase_type = value; if (_active_build_phase_type == VoxelChunkDefault::BUILD_PHASE_TYPE_PHYSICS_PROCESS) { set_physics_process(true); } else if (_active_build_phase_type == VoxelChunkDefault::BUILD_PHASE_TYPE_PROCESS) { set_process(true); } } bool VoxelChunkDefault::get_build_phase_done() const { return _build_phase_done; } void VoxelChunkDefault::set_build_phase_done(const bool value) { _build_phase_done = value; } int VoxelChunkDefault::get_lod_size() const { return _lod_size; } void VoxelChunkDefault::set_lod_size(const int lod_size) { _lod_size = lod_size; for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_lod_size(_lod_size); } } int VoxelChunkDefault::get_current_build_phase() const { return _current_build_phase; } void VoxelChunkDefault::set_current_build_phase(const int value) { _current_build_phase = value; } int VoxelChunkDefault::get_max_build_phase() const { return _max_build_phases; } void VoxelChunkDefault::set_max_build_phase(const int value) { _max_build_phases = value; } bool VoxelChunkDefault::get_lights_dirty() const { return _lights_dirty; } void VoxelChunkDefault::set_lights_dirty(const bool value) { _lights_dirty = value; } int VoxelChunkDefault::get_lod_num() const { return _lod_num; } void VoxelChunkDefault::set_lod_num(const int value) { _lod_num = value; } int VoxelChunkDefault::get_current_lod_level() const { return _current_lod_level; } void VoxelChunkDefault::set_current_lod_level(const int value) { _current_lod_level = value; if ((_build_flags & BUILD_FLAG_CREATE_LODS) == 0) return; if (_current_lod_level < 0) _current_lod_level = 0; if (_current_lod_level > _lod_num) _current_lod_level = _lod_num; for (int i = 0; i < _lod_num + 1; ++i) { bool vis = false; if (i == _current_lod_level) vis = true; RID rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH_INSTANCE, i); if (rid != RID()) VisualServer::get_singleton()->instance_set_visible(rid, vis); rid = get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH_INSTANCE, i); if (rid != RID()) VisualServer::get_singleton()->instance_set_visible(rid, vis); } } //Data Management functions void VoxelChunkDefault::generate_ao() { ERR_FAIL_COND(_data_size_x == 0 || _data_size_y == 0 || _data_size_z == 0); int size_x = get_size_x() + get_margin_end(); int size_y = get_size_y() + get_margin_end(); int size_z = get_size_z() + get_margin_end(); for (int y = get_margin_start() - 1; y < size_y - 1; ++y) { for (int z = get_margin_start() - 1; z < size_z - 1; ++z) { for (int x = get_margin_start() - 1; x < size_x - 1; ++x) { int current = get_voxel(x, y, z, DEFAULT_CHANNEL_ISOLEVEL); int sum = get_voxel(x + 1, y, z, DEFAULT_CHANNEL_ISOLEVEL); sum += get_voxel(x - 1, y, z, DEFAULT_CHANNEL_ISOLEVEL); sum += get_voxel(x, y + 1, z, DEFAULT_CHANNEL_ISOLEVEL); sum += get_voxel(x, y - 1, z, DEFAULT_CHANNEL_ISOLEVEL); sum += get_voxel(x, y, z + 1, DEFAULT_CHANNEL_ISOLEVEL); sum += get_voxel(x, y, z - 1, DEFAULT_CHANNEL_ISOLEVEL); sum /= 6; sum -= current; if (sum < 0) sum = 0; set_voxel(sum, x, y, z, DEFAULT_CHANNEL_AO); } } } } void VoxelChunkDefault::build_step() { ERR_FAIL_COND(!has_next_phase()); ERR_FAIL_COND(_build_step_in_progress); _build_step_in_progress = true; if (get_is_build_threaded()) { if (_build_thread) { wait_and_finish_thread(); } _build_thread = Thread::create(_build_step_threaded, this); return; } while (has_next_phase() && _active_build_phase_type == BUILD_PHASE_TYPE_NORMAL) { build_phase(); if (!get_build_phase_done()) break; } _build_step_in_progress = false; } void VoxelChunkDefault::_build_step_threaded(void *_userdata) { VoxelChunkDefault *vc = (VoxelChunkDefault *)_userdata; while (vc->has_next_phase() && vc->_active_build_phase_type == BUILD_PHASE_TYPE_NORMAL) { vc->build_phase(); if (!vc->get_build_phase_done()) break; } vc->_build_step_in_progress = false; } void VoxelChunkDefault::build_phase() { _THREAD_SAFE_METHOD_ if (_abort_build) return; set_build_phase_done(false); call("_build_phase", _current_build_phase); } void VoxelChunkDefault::build_phase_process() { if (_abort_build) return; set_build_phase_done(false); call("_build_phase_process", _current_build_phase); } void VoxelChunkDefault::build_phase_physics_process() { if (_abort_build) return; set_build_phase_done(false); call("_build_phase_physics_process", _current_build_phase); } bool VoxelChunkDefault::has_next_phase() { if (_current_build_phase == BUILD_PHASE_DONE) return false; return true; } void VoxelChunkDefault::next_phase() { set_build_phase_done(true); if (_abort_build) { _current_build_phase = BUILD_PHASE_DONE; _is_generating = false; return; } ++_current_build_phase; if (_current_build_phase >= _max_build_phases) { if (_queued_generation) { _current_build_phase = BUILD_PHASE_DONE; ++_current_build_phase; _queued_generation = false; return; } _current_build_phase = BUILD_PHASE_DONE; _is_generating = false; call_deferred("emit_build_finished"); } } void VoxelChunkDefault::emit_build_finished() { emit_signal("mesh_generation_finished", this); if (_voxel_world != NULL) { _voxel_world->on_chunk_mesh_generation_finished(this); } } void VoxelChunkDefault::generate_random_ao(int seed, int octaves, int period, float persistence, float scale_factor) { Ref noise; noise.instance(); noise->set_seed(seed); noise->set_octaves(octaves); noise->set_period(period); noise->set_persistence(persistence); for (int x = -get_margin_start(); x < _size_x + get_margin_end(); ++x) { for (int z = -get_margin_start(); z < _size_z + get_margin_end(); ++z) { for (int y = -get_margin_start(); y < _size_y + get_margin_end(); ++y) { float val = noise->get_noise_3d(x + (_position_x * _size_x), y + (_position_y * _size_y), z + (_position_z * _size_z)); val *= scale_factor; if (val > 1) val = 1; if (val < 0) val = -val; set_voxel(int(val * 255.0), x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO); } } } } //Meshes Dictionary VoxelChunkDefault::get_mesh_rids() { return _rids; } void VoxelChunkDefault::set_mesh_rids(const Dictionary &rids) { _rids = rids; } void VoxelChunkDefault::clear_rids() { _rids.clear(); } RID VoxelChunkDefault::get_mesh_rid(const int mesh_index, const int mesh_type_index) { if (!_rids.has(mesh_index)) return RID(); Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return RID(); Variant v = m[mesh_type_index]; if (v.get_type() != Variant::_RID) return RID(); return v; } void VoxelChunkDefault::set_mesh_rid(const int mesh_index, const int mesh_type_index, RID value) { if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) { m[mesh_type_index] = value; _rids[mesh_index] = m; return; } Variant v = m[mesh_type_index]; ERR_FAIL_COND(v.get_type() != Variant::_RID); m[mesh_type_index] = value; _rids[mesh_index] = m; } RID VoxelChunkDefault::get_mesh_rid_index(const int mesh_index, const int mesh_type_index, const int index) { if (!_rids.has(mesh_index)) return RID(); Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return RID(); Variant v = m[mesh_type_index]; if (v.get_type() != Variant::ARRAY) return RID(); Array arr = v; ERR_FAIL_INDEX_V(index, arr.size(), RID()); return arr[index]; } void VoxelChunkDefault::set_mesh_rid_index(const int mesh_index, const int mesh_type_index, const int index, RID value) { if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) { Array arr; arr.resize(index + 1); arr[index] = value; m[mesh_type_index] = arr; _rids[mesh_index] = m; return; } Variant v = m[mesh_type_index]; ERR_FAIL_COND(v.get_type() != Variant::ARRAY); Array arr = m[mesh_type_index]; if (arr.size() <= index) arr.resize(index + 1); arr[index] = value; m[mesh_type_index] = arr; _rids[mesh_index] = m; } int VoxelChunkDefault::get_mesh_rid_count(const int mesh_index, const int mesh_type_index) { if (!_rids.has(mesh_index)) return 0; Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return 0; Variant v = m[mesh_type_index]; if (v.get_type() != Variant::ARRAY) return 0; Array arr = v; return arr.size(); } void VoxelChunkDefault::clear_mesh_rids(const int mesh_index, const int mesh_type_index) { if (!_rids.has(mesh_index)) return; Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return; m.erase(mesh_type_index); } Array VoxelChunkDefault::get_meshes(const int mesh_index, const int mesh_type_index) { if (!_rids.has(mesh_index)) return Array(); Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return Array(); Variant v = m[mesh_type_index]; if (v.get_type() != Variant::ARRAY) return Array(); return v; } void VoxelChunkDefault::set_meshes(const int mesh_index, const int mesh_type_index, const Array &meshes) { if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; m[mesh_type_index] = meshes; _rids[mesh_index] = m; } bool VoxelChunkDefault::has_meshes(const int mesh_index, const int mesh_type_index) { if (!_rids.has(mesh_index)) return false; Dictionary m = _rids[mesh_index]; if (!m.has(mesh_type_index)) return false; return true; } void VoxelChunkDefault::free_rids() { List keys; _rids.get_key_list(&keys); for (List::Element *E = keys.front(); E; E = E->next()) { Variant v = E->get(); if (v.get_type() != Variant::INT) continue; free_index(v); } } void VoxelChunkDefault::free_index(const int mesh_index) { free_meshes(mesh_index); free_colliders(mesh_index); } void VoxelChunkDefault::create_meshes(const int mesh_index, const int mesh_count) { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(!get_library().is_valid()); if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_MESH)); ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_MESH_INSTANCE)); Array am; Array ami; for (int i = 0; i < mesh_count; ++i) { RID mesh_instance_rid = VS::get_singleton()->instance_create(); if (get_voxel_world()->GET_WORLD().is_valid()) VS::get_singleton()->instance_set_scenario(mesh_instance_rid, get_voxel_world()->GET_WORLD()->get_scenario()); RID mesh_rid = VS::get_singleton()->mesh_create(); VS::get_singleton()->instance_set_base(mesh_instance_rid, mesh_rid); VS::get_singleton()->instance_set_transform(mesh_instance_rid, get_transform()); if (i != 0) VS::get_singleton()->instance_set_visible(mesh_instance_rid, false); am.push_back(mesh_rid); ami.push_back(mesh_instance_rid); } m[MESH_TYPE_INDEX_MESH] = am; m[MESH_TYPE_INDEX_MESH_INSTANCE] = ami; _rids[mesh_index] = m; } void VoxelChunkDefault::free_meshes(const int mesh_index) { if (!_rids.has(mesh_index)) return; Dictionary m = _rids[mesh_index]; RID rid; if (m.has(MESH_TYPE_INDEX_MESH)) { Array a = m[MESH_TYPE_INDEX_MESH]; for (int i = 0; i < a.size(); ++i) { RID r = a[i]; if (r != rid) { VS::get_singleton()->free(r); } } } if (m.has(MESH_TYPE_INDEX_MESH_INSTANCE)) { Array a = m[MESH_TYPE_INDEX_MESH_INSTANCE]; for (int i = 0; i < a.size(); ++i) { RID r = a[i]; if (r != rid) { VS::get_singleton()->free(r); } } } m.erase(MESH_TYPE_INDEX_MESH); m.erase(MESH_TYPE_INDEX_MESH_INSTANCE); } void VoxelChunkDefault::create_colliders(const int mesh_index, const int layer_mask) { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(PhysicsServer::get_singleton()->is_flushing_queries()); //ERR_FAIL_COND(!get_voxel_world()->is_inside_tree()); if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_BODY)); ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_SHAPE)); RID shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON); RID body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); PhysicsServer::get_singleton()->body_set_collision_layer(body_rid, layer_mask); PhysicsServer::get_singleton()->body_set_collision_mask(body_rid, layer_mask); PhysicsServer::get_singleton()->body_add_shape(body_rid, shape_rid); PhysicsServer::get_singleton()->body_set_state(body_rid, PhysicsServer::BODY_STATE_TRANSFORM, get_transform()); if (get_voxel_world()->is_inside_tree() && get_voxel_world()->is_inside_world()) { Ref world = get_voxel_world()->GET_WORLD(); if (world.is_valid() && world->get_space() != RID()) PhysicsServer::get_singleton()->body_set_space(body_rid, world->get_space()); } m[MESH_TYPE_INDEX_BODY] = body_rid; m[MESH_TYPE_INDEX_SHAPE] = shape_rid; _rids[mesh_index] = m; } void VoxelChunkDefault::create_colliders_area(const int mesh_index, const int layer_mask) { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(PhysicsServer::get_singleton()->is_flushing_queries()); if (!_rids.has(mesh_index)) _rids[mesh_index] = Dictionary(); Dictionary m = _rids[mesh_index]; ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_AREA)); ERR_FAIL_COND(m.has(MESH_TYPE_INDEX_SHAPE)); RID shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON); RID area_rid = PhysicsServer::get_singleton()->area_create(); PhysicsServer::get_singleton()->area_attach_object_instance_id(area_rid, _voxel_world->get_instance_id()); PhysicsServer::get_singleton()->area_set_param(area_rid, PhysicsServer::AREA_PARAM_GRAVITY, 9.8); PhysicsServer::get_singleton()->area_set_param(area_rid, PhysicsServer::AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0)); //PhysicsServer::get_singleton()->area_set_monitor_callback(area_rid, this, "_body_area_inout"); //PhysicsServer::get_singleton()->area_set_area_monitor_callback(area_rid, this, "_body_area_area_inout"); //PhysicsServer::get_singleton()->area_set_monitorable(area_rid, true); PhysicsServer::get_singleton()->area_set_collision_layer(area_rid, layer_mask); PhysicsServer::get_singleton()->area_set_collision_mask(area_rid, layer_mask); if (get_voxel_world()->is_inside_tree() && get_voxel_world()->is_inside_world()) { Ref world = get_voxel_world()->GET_WORLD(); if (world.is_valid() && world->get_space() != RID()) PhysicsServer::get_singleton()->area_set_space(area_rid, world->get_space()); } PhysicsServer::get_singleton()->area_add_shape(area_rid, shape_rid, get_transform()); m[MESH_TYPE_INDEX_AREA] = area_rid; m[MESH_TYPE_INDEX_SHAPE] = shape_rid; _rids[mesh_index] = m; } void VoxelChunkDefault::free_colliders(const int mesh_index) { if (!_rids.has(mesh_index)) return; Dictionary m = _rids[mesh_index]; RID rid; if (m.has(MESH_TYPE_INDEX_SHAPE)) { RID r = m[MESH_TYPE_INDEX_SHAPE]; PhysicsServer::get_singleton()->free(r); } if (m.has(MESH_TYPE_INDEX_BODY)) { RID r = m[MESH_TYPE_INDEX_BODY]; PhysicsServer::get_singleton()->free(r); } m.erase(MESH_TYPE_INDEX_SHAPE); m.erase(MESH_TYPE_INDEX_BODY); _rids[mesh_index] = m; } void VoxelChunkDefault::update_transforms() { RID empty_rid; Transform t = get_transform(); List keys; _rids.get_key_list(&keys); for (List::Element *E = keys.front(); E; E = E->next()) { Variant v = E->get(); if (v.get_type() != Variant::INT) continue; Dictionary d = _rids[v]; if (d.has(MESH_TYPE_INDEX_MESH_INSTANCE)) { Array arr = d[MESH_TYPE_INDEX_MESH_INSTANCE]; for (int i = 0; i < arr.size(); ++i) { RID rid = arr[i]; if (rid != empty_rid) VS::get_singleton()->instance_set_transform(rid, get_transform()); } } if (d.has(MESH_TYPE_INDEX_BODY)) { RID rid = d[MESH_TYPE_INDEX_BODY]; if (rid != empty_rid) PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, t); } if (d.has(MESH_TYPE_INDEX_AREA)) { RID rid = d[MESH_TYPE_INDEX_AREA]; if (rid != empty_rid) PhysicsServer::get_singleton()->area_set_shape_transform(rid, 0, t); } } for (int i = 0; i < _collider_bodies.size(); ++i) { const MDRColliders &c = _collider_bodies[i]; PhysicsServer::get_singleton()->body_set_state(c.body, PhysicsServer::BODY_STATE_TRANSFORM, get_transform() * c.transform); } if (_debug_mesh_instance != RID()) { VS::get_singleton()->instance_set_transform(_debug_mesh_instance, get_transform()); } } //Lights Ref VoxelChunkDefault::get_light(const int index) { ERR_FAIL_INDEX_V(index, _lights.size(), Ref()); return _lights.get(index); } int VoxelChunkDefault::get_light_count() const { return _lights.size(); } void VoxelChunkDefault::debug_mesh_allocate() { if (_debug_mesh_rid == RID()) { _debug_mesh_rid = VisualServer::get_singleton()->mesh_create(); } if (_debug_mesh_instance == RID()) { _debug_mesh_instance = VisualServer::get_singleton()->instance_create(); if (get_voxel_world()->GET_WORLD().is_valid()) VS::get_singleton()->instance_set_scenario(_debug_mesh_instance, get_voxel_world()->GET_WORLD()->get_scenario()); VS::get_singleton()->instance_set_base(_debug_mesh_instance, _debug_mesh_rid); VS::get_singleton()->instance_set_transform(_debug_mesh_instance, get_transform()); VS::get_singleton()->instance_set_visible(_debug_mesh_instance, true); } } void VoxelChunkDefault::debug_mesh_free() { if (_debug_mesh_instance != RID()) { VisualServer::get_singleton()->free(_debug_mesh_instance); } if (_debug_mesh_rid != RID()) { VisualServer::get_singleton()->free(_debug_mesh_rid); } } bool VoxelChunkDefault::debug_mesh_has() { return _debug_mesh_rid != RID(); } void VoxelChunkDefault::debug_mesh_clear() { if (_debug_mesh_rid != RID()) { VisualServer::get_singleton()->mesh_clear(_debug_mesh_rid); } } void VoxelChunkDefault::debug_mesh_array_clear() { _debug_mesh_array.resize(0); } void VoxelChunkDefault::debug_mesh_add_vertices_to(const PoolVector3Array &arr) { _debug_mesh_array.append_array(arr); if (_debug_mesh_array.size() % 2 == 1) { _debug_mesh_array.append(_debug_mesh_array[_debug_mesh_array.size() - 1]); } } void VoxelChunkDefault::debug_mesh_send() { debug_mesh_allocate(); debug_mesh_clear(); if (_debug_mesh_array.size() == 0) return; SceneTree *st = SceneTree::get_singleton(); Array arr; arr.resize(VisualServer::ARRAY_MAX); arr[VisualServer::ARRAY_VERTEX] = _debug_mesh_array; VisualServer::get_singleton()->mesh_add_surface_from_arrays(_debug_mesh_rid, VisualServer::PRIMITIVE_LINES, arr); if (st) { VisualServer::get_singleton()->mesh_surface_set_material(_debug_mesh_rid, 0, SceneTree::get_singleton()->get_debug_collision_material()->get_rid()); } debug_mesh_array_clear(); } void VoxelChunkDefault::draw_cross_voxels(Vector3 pos) { pos *= _voxel_scale; int size = _debug_mesh_array.size(); _debug_mesh_array.resize(_debug_mesh_array.size() + 6); _debug_mesh_array.set(size, pos + Vector3(0, 0, -0.2)); _debug_mesh_array.set(size + 1, pos + Vector3(0, 0, 0.2)); _debug_mesh_array.set(size + 2, pos + Vector3(0, -0.2, 0)); _debug_mesh_array.set(size + 3, pos + Vector3(0, 0.2, 0)); _debug_mesh_array.set(size + 4, pos + Vector3(-0.2, 0, 0)); _debug_mesh_array.set(size + 5, pos + Vector3(0.2, 0, 0)); } void VoxelChunkDefault::draw_cross_voxels_fill(Vector3 pos, float fill) { pos *= _voxel_scale; int size = _debug_mesh_array.size(); _debug_mesh_array.resize(_debug_mesh_array.size() + 6); _debug_mesh_array.set(size, pos + Vector3(0, 0, -0.2 * fill)); _debug_mesh_array.set(size + 1, pos + Vector3(0, 0, 0.2 * fill)); _debug_mesh_array.set(size + 2, pos + Vector3(0, -0.2 * fill, 0)); _debug_mesh_array.set(size + 3, pos + Vector3(0, 0.2 * fill, 0)); _debug_mesh_array.set(size + 4, pos + Vector3(-0.2 * fill, 0, 0)); _debug_mesh_array.set(size + 5, pos + Vector3(0.2 * fill, 0, 0)); } void VoxelChunkDefault::draw_debug_voxels(int max, Color color) { if (!debug_mesh_has()) { debug_mesh_allocate(); } //debug_mesh_array_clear(); //_debug_drawer->begin(Mesh::PRIMITIVE_LINES); int a = 0; int64_t sx = static_cast(_size_x); int64_t sy = static_cast(_size_y); int64_t sz = static_cast(_size_y); for (int y = 0; y < sy; ++y) { for (int z = 0; z < sz; ++z) { for (int x = 0; x < sx; ++x) { int type = get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE); if (type == 0) { continue; } draw_cross_voxels_fill(Vector3(x, y, z), get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL) / 255.0 * get_voxel_scale() * 2.0); ++a; if (a > max) { break; } } } } debug_mesh_send(); } void VoxelChunkDefault::draw_debug_voxel_lights() { if (!debug_mesh_has()) { debug_mesh_allocate(); } //debug_mesh_array_clear(); //_debug_drawer->begin(Mesh::PrimitiveType::PRIMITIVE_LINES); for (int i = 0; i < _lights.size(); ++i) { Ref v = _lights[i]; int pos_x = v->get_world_position_x() - (_size_x * _position_x); int pos_y = v->get_world_position_y() - (_size_y * _position_y); int pos_z = v->get_world_position_z() - (_size_z * _position_z); draw_cross_voxels_fill(Vector3(pos_x, pos_y, pos_z), 1.0); } debug_mesh_send(); } #ifdef MESH_DATA_RESOURCE_PRESENT void VoxelChunkDefault::draw_debug_mdr_colliders() { if (!debug_mesh_has()) { debug_mesh_allocate(); } for (int i = 0; i < get_mesh_data_resource_count(); ++i) { Ref mdr = get_mesh_data_resource(i); if (!mdr.is_valid()) continue; Transform t = get_mesh_data_resource_transform(i); Transform offset = mdr->get_collision_shape_offset(i); for (int j = 0; j < mdr->get_collision_shape_count(); ++j) { Ref shape = mdr->get_collision_shape(j); if (!shape.is_valid()) continue; shape->add_vertices_to_array(_debug_mesh_array, t * offset); } } } #endif void VoxelChunkDefault::_visibility_changed(bool visible) { if (visible) { set_current_lod_level(_current_lod_level); return; } for (int i = 0; i < _lod_num + 1; ++i) { RID rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH_INSTANCE, i); if (rid != RID()) VisualServer::get_singleton()->instance_set_visible(rid, false); rid = get_mesh_rid_index(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_MESH_INSTANCE, i); if (rid != RID()) VisualServer::get_singleton()->instance_set_visible(rid, false); rid = get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH_INSTANCE, i); if (rid != RID()) VisualServer::get_singleton()->instance_set_visible(rid, false); } } void VoxelChunkDefault::_exit_tree() { if (_build_thread) { _abort_build = true; wait_and_finish_thread(); } free_rids(); } void VoxelChunkDefault::_process(float delta) { if (!get_is_generating()) { set_process(false); } if (!get_is_generating() || !has_next_phase() || _build_step_in_progress) { return; } switch (_active_build_phase_type) { case BUILD_PHASE_TYPE_PROCESS: { if (!_voxel_world->can_chunk_do_build_step()) return; _build_step_in_progress = true; while (has_next_phase() && _active_build_phase_type == BUILD_PHASE_TYPE_PROCESS) { build_phase_process(); if (!get_build_phase_done()) break; } _build_step_in_progress = false; return; } case BUILD_PHASE_TYPE_NORMAL: { //normal mode -> build step is not in progress -> need to restart building if (!_voxel_world->can_chunk_do_build_step()) return; build_step(); return; } case BUILD_PHASE_TYPE_PHYSICS_PROCESS: return; } } void VoxelChunkDefault::_physics_process(float delta) { if (!get_is_generating() || !has_next_phase() || _build_step_in_progress) { return; } if (_active_build_phase_type == BUILD_PHASE_TYPE_PHYSICS_PROCESS) { if (!_voxel_world->can_chunk_do_build_step()) return; _build_step_in_progress = true; while (has_next_phase() && _active_build_phase_type == BUILD_PHASE_TYPE_PHYSICS_PROCESS) { build_phase_physics_process(); if (!get_build_phase_done()) break; } _build_step_in_progress = false; return; } } void VoxelChunkDefault::_world_transform_changed() { VoxelChunk::_world_transform_changed(); update_transforms(); } //Props void VoxelChunkDefault::_add_prop(Ref prop) { ERR_FAIL_MSG("TODO! _add_prop not yet implemented, send prop to the relevant chunk"); } //Lights void VoxelChunkDefault::_bake_lights() { clear_baked_lights(); for (int i = 0; i < _lights.size(); ++i) { bake_light(_lights.get(i)); } } void VoxelChunkDefault::_bake_light(Ref light) { ERR_FAIL_COND(!light.is_valid()); Color color = light->get_color(); int size = light->get_size(); int local_x = light->get_world_position_x() - (_position_x * _size_x); int local_y = light->get_world_position_y() - (_position_y * _size_y); int local_z = light->get_world_position_z() - (_position_z * _size_z); ERR_FAIL_COND(size < 0); //float sizef = static_cast(size); //float rf = (color.r / sizef); //float gf = (color.g / sizef); //float bf = (color.b / sizef); int64_t dsx = static_cast(_data_size_x); int64_t dsy = static_cast(_data_size_y); int64_t dsz = static_cast(_data_size_z); for (int y = local_y - size; y <= local_y + size; ++y) { if (y < 0 || y >= dsy) continue; for (int z = local_z - size; z <= local_z + size; ++z) { if (z < 0 || z >= dsz) continue; for (int x = local_x - size; x <= local_x + size; ++x) { if (x < 0 || x >= dsx) continue; int lx = x - local_x; int ly = y - local_y; int lz = z - local_z; float str = size - (((float)lx * lx + ly * ly + lz * lz)); str /= size; if (str < 0) continue; int r = color.r * str * 255.0; int g = color.g * str * 255.0; int b = color.b * str * 255.0; r += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_R); g += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_G); b += get_voxel(x, y, z, DEFAULT_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, DEFAULT_CHANNEL_LIGHT_COLOR_R); set_voxel(g, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_G); set_voxel(b, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_B); } } } } void VoxelChunkDefault::_clear_baked_lights() { fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_R); fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_G); fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_B); } void VoxelChunkDefault::_world_light_added(const Ref &light) { _lights.push_back(light); set_lights_dirty(true); } void VoxelChunkDefault::_world_light_removed(const Ref &light) { int index = _lights.find(light); if (index != -1) { _lights.remove(index); set_lights_dirty(true); } } void VoxelChunkDefault::free_chunk() { free_rids(); } VoxelChunkDefault::VoxelChunkDefault() { _lights_dirty = false; _is_generating = false; _abort_build = false; _queued_generation = false; _dirty = false; _state = VOXEL_CHUNK_STATE_OK; _enabled = true; _current_build_phase = BUILD_PHASE_DONE; _max_build_phases = BUILD_PHASE_MAX; _voxel_scale = 1; _lod_size = 1; _voxel_world = NULL; _position_x = 0; _position_y = 0; _position_z = 0; _size_x = 0; _size_y = 0; _size_z = 0; _data_size_x = 0; _data_size_y = 0; _data_size_z = 0; _margin_start = 0; _margin_end = 0; _build_prioritized = false; _build_phase_done = false; _build_thread = NULL; _build_step_in_progress = false; _active_build_phase_type = BUILD_PHASE_TYPE_NORMAL; _lod_num = 3; _current_lod_level = 0; _build_flags = BUILD_FLAG_CREATE_COLLIDER | BUILD_FLAG_CREATE_LODS; } VoxelChunkDefault::~VoxelChunkDefault() { if (_build_thread) { _abort_build = true; wait_and_finish_thread(); } _lights.clear(); debug_mesh_free(); #if MESH_DATA_RESOURCE_PRESENT for (int i = 0; i < _collider_bodies.size(); ++i) { PhysicsServer::get_singleton()->free(_collider_bodies[i].body); } _collider_bodies.clear(); #endif } void VoxelChunkDefault::_setup_channels() { set_channel_count(MAX_DEFAULT_CHANNELS); } void VoxelChunkDefault::_build_phase(int phase) { ERR_FAIL_COND(!_library.is_valid()); switch (phase) { case BUILD_PHASE_DONE: return; case BUILD_PHASE_SETUP: { if (_meshers.size() == 0) { create_meshers(); } for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_library(_library); mesher->reset(); } for (int i = 0; i < _liquid_meshers.size(); ++i) { Ref mesher = _liquid_meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_library(_library); mesher->reset(); } if (get_prop_mesher().is_valid()) { get_prop_mesher()->reset(); get_prop_mesher()->set_library(_library); } next_phase(); return; } case BUILD_PHASE_TERRARIN_MESH_SETUP: { for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->add_chunk(this); } for (int i = 0; i < _liquid_meshers.size(); ++i) { Ref mesher = _liquid_meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->add_chunk(this); } next_phase(); return; } case BUILD_PHASE_COLLIDER: { if ((_build_flags & BUILD_FLAG_CREATE_COLLIDER) == 0) { next_phase(); return; } for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); temp_arr_collider.append_array(mesher->build_collider()); } /* #if TOOLS_ENABLED if (SceneTree::get_singleton()->is_debugging_collisions_hint()) { SceneTree *st = SceneTree::get_singleton(); if (st && temp_arr_collider.size() > 0) { debug_mesh_add_vertices_to(temp_arr_collider); } } #endif */ if (Engine::get_singleton()->is_editor_hint()) { for (int i = 0; i < _liquid_meshers.size(); ++i) { Ref mesher = _liquid_meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); temp_arr_collider_liquid.append_array(mesher->build_collider()); } /* #if TOOLS_ENABLED if (SceneTree::get_singleton()->is_debugging_collisions_hint()) { SceneTree *st = SceneTree::get_singleton(); if (st && temp_arr_collider_liquid.size() > 0) { debug_mesh_add_vertices_to(temp_arr_collider_liquid); } } #endif */ } if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0 #ifdef MESH_DATA_RESOURCE_PRESENT && get_mesh_data_resource_count() == 0 #endif ) { next_phase(); return; } if (_is_build_threaded) { //&& Engine::get_singleton()->is_editor_hint()? set_active_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); return; } if (temp_arr_collider.size() != 0) { if (!has_meshes(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_BODY)) { create_colliders(MESH_INDEX_TERRARIN); } PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_SHAPE), temp_arr_collider); temp_arr_collider.resize(0); } if (temp_arr_collider_liquid.size() != 0) { if (Engine::get_singleton()->is_editor_hint()) { if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_BODY)) { create_colliders(MESH_INDEX_LIQUID); } } /* else { if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_AREA)) { create_colliders_area(MESH_INDEX_LIQUID); } }*/ PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid); temp_arr_collider_liquid.resize(0); } next_phase(); return; } case BUILD_PHASE_LIGHTS: { bool gr = (_build_flags & BUILD_FLAG_AUTO_GENERATE_RAO) != 0; if (!gr && (_build_flags & BUILD_FLAG_USE_LIGHTING) == 0) { next_phase(); return; } bool bl = (_build_flags & BUILD_FLAG_BAKE_LIGHTS) != 0; if (bl) clear_baked_lights(); if (gr) generate_random_ao(_voxel_world->get_current_seed()); if (bl) bake_lights(); next_phase(); return; } case BUILD_PHASE_TERRARIN_MESH: { for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_library(_library); } for (int i = 0; i < _liquid_meshers.size(); ++i) { Ref mesher = _liquid_meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_library(_library); } if ((_build_flags & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->bake_colors(this); } for (int i = 0; i < _liquid_meshers.size(); ++i) { Ref mesher = _liquid_meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->bake_colors(this); } } Ref mesher; for (int i = 0; i < _meshers.size(); ++i) { Ref m = _meshers.get(i); ERR_CONTINUE(!m.is_valid()); if (!mesher.is_valid()) { mesher = m; mesher->set_material(get_library()->get_material(0)); continue; } mesher->set_material(get_library()->get_material(0)); mesher->add_mesher(m); } ERR_FAIL_COND(!mesher.is_valid()); Ref liquid_mesher; for (int i = 0; i < _liquid_meshers.size(); ++i) { Ref m = _liquid_meshers.get(i); ERR_CONTINUE(!m.is_valid()); if (!liquid_mesher.is_valid()) { liquid_mesher = m; liquid_mesher->set_material(get_library()->get_material(0)); continue; } liquid_mesher->set_material(get_library()->get_material(0)); liquid_mesher->add_mesher(m); } if (mesher->get_vertex_count() == 0 && liquid_mesher.is_valid() && liquid_mesher->get_vertex_count() == 0) { next_phase(); return; } if (mesher->get_vertex_count() != 0) { RID mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0); Array temp_mesh_arr = mesher->build_mesh(); if (mesh_rid == RID()) { if ((_build_flags & BUILD_FLAG_CREATE_LODS) != 0) create_meshes(MESH_INDEX_TERRARIN, _lod_num + 1); else create_meshes(MESH_INDEX_TERRARIN, 1); mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0); } if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) #if !GODOT4 VS::get_singleton()->mesh_remove_surface(mesh_rid, 0); #else VS::get_singleton()->mesh_clear(mesh_rid); #endif VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); if (_library->get_material(0).is_valid()) VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, _library->get_material(0)->get_rid()); if ((_build_flags & BUILD_FLAG_CREATE_LODS) != 0) { if (_lod_num >= 1) { //for lod 1 just remove uv2 temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant(); VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 1), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); if (get_library()->get_material(1).is_valid()) VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 1), 0, get_library()->get_material(1)->get_rid()); } if (_lod_num >= 2) { Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr); VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 2), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr2); if (get_library()->get_material(2).is_valid()) VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 2), 0, get_library()->get_material(2)->get_rid()); } if (_lod_num >= 3) { Ref mat = get_library()->get_material(0); Ref spmat = get_library()->get_material(0); Ref tex; if (mat.is_valid()) { tex = mat->get_shader_param("texture_albedo"); } else if (spmat.is_valid()) { tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO); } if (tex.is_valid()) { temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex); temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant(); VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 3), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); if (get_library()->get_material(3).is_valid()) VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 3), 0, get_library()->get_material(3)->get_rid()); } } /* if (_lod_num > 4) { Ref fqms; fqms.instance(); fqms->initialize(temp_mesh_arr); Array arr_merged_simplified; for (int i = 4; i < _lod_num; ++i) { fqms->simplify_mesh(arr_merged_simplified[0].size() * 0.8, 7); arr_merged_simplified = fqms->get_arrays(); if (arr_merged_simplified[0].size() == 0) break; VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, i), VisualServer::PRIMITIVE_TRIANGLES, arr_merged_simplified); if (get_library()->get_material(i).is_valid()) VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, i), 0, get_library()->get_material(i)->get_rid()); } } */ } } if (liquid_mesher.is_valid() && liquid_mesher->get_vertex_count() != 0) { RID mesh_rid = get_mesh_rid_index(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_MESH, 0); Array temp_mesh_arr = liquid_mesher->build_mesh(); if (mesh_rid == RID()) { create_meshes(MESH_INDEX_LIQUID, 1); mesh_rid = get_mesh_rid_index(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_MESH, 0); } if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) #if !GODOT4 VS::get_singleton()->mesh_remove_surface(mesh_rid, 0); #else VS::get_singleton()->mesh_clear(mesh_rid); #endif VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); if (_library->get_liquid_material(0).is_valid()) VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, _library->get_liquid_material(0)->get_rid()); } next_phase(); return; } #ifdef MESH_DATA_RESOURCE_PRESENT case BUILD_PHASE_MESH_DATA_RESOURCES: { if (!get_prop_mesher().is_valid()) { next_phase(); return; } if (get_mesh_data_resource_count() == 0) { next_phase(); return; } for (int i = 0; i < get_mesh_data_resource_count(); ++i) { get_prop_mesher()->add_mesh_data_resource_transform(get_mesh_data_resource(i), get_mesh_data_resource_transform(i), get_mesh_data_resource_uv_rect(i)); } if (get_prop_mesher()->get_vertex_count() == 0) { next_phase(); return; } if ((_build_flags & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { get_prop_mesher()->bake_colors(this); } if (get_prop_mesher()->get_vertex_count() != 0) { RID mesh_rid = get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 0); Array temp_mesh_arr = get_prop_mesher()->build_mesh(); if (mesh_rid == RID()) { if ((_build_flags & BUILD_FLAG_CREATE_LODS) != 0) create_meshes(MESH_INDEX_PROP, _lod_num + 1); else create_meshes(MESH_INDEX_PROP, 1); mesh_rid = get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 0); } if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) #if !GODOT4 VS::get_singleton()->mesh_remove_surface(mesh_rid, 0); #else VS::get_singleton()->mesh_clear(mesh_rid); #endif VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); if (_library->get_prop_material(0).is_valid()) VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, _library->get_prop_material(0)->get_rid()); if ((_build_flags & BUILD_FLAG_CREATE_LODS) != 0) { if (_lod_num >= 1) { //for lod 1 just remove uv2 temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant(); VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 1), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); if (get_library()->get_prop_material(1).is_valid()) VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 1), 0, get_library()->get_prop_material(1)->get_rid()); } if (_lod_num >= 2) { Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr); VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 2), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr2); if (get_library()->get_prop_material(2).is_valid()) VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 2), 0, get_library()->get_prop_material(2)->get_rid()); } if (_lod_num >= 3) { Ref mat = get_library()->get_prop_material(0); Ref spmat = get_library()->get_prop_material(0); Ref tex; if (mat.is_valid()) { tex = mat->get_shader_param("texture_albedo"); } else if (spmat.is_valid()) { tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO); } if (tex.is_valid()) { temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex); temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant(); VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 3), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); if (get_library()->get_prop_material(3).is_valid()) VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 3), 0, get_library()->get_prop_material(3)->get_rid()); } } /* if (_lod_num > 4) { Ref fqms; fqms.instance(); fqms->initialize(temp_mesh_arr); Array arr_merged_simplified; for (int i = 4; i < _lod_num; ++i) { fqms->simplify_mesh(arr_merged_simplified[0].size() * 0.8, 7); arr_merged_simplified = fqms->get_arrays(); if (arr_merged_simplified[0].size() == 0) break; VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, i), VisualServer::PRIMITIVE_TRIANGLES, arr_merged_simplified); if (get_library()->get_material(i).is_valid()) VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, i), 0, get_library()->get_material(i)->get_rid()); } } */ } } next_phase(); return; } #endif case BUILD_PHASE_FINALIZE: { #if TOOLS_ENABLED if (_debug_mesh_array.size() > 0) { debug_mesh_send(); } #endif call_deferred("update_transforms"); next_phase(); return; } } } void VoxelChunkDefault::_build_phase_process(int phase) { } void VoxelChunkDefault::_build_phase_physics_process(int phase) { if (phase == BUILD_PHASE_COLLIDER) { if (temp_arr_collider.size() != 0) { if (!has_meshes(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_BODY)) { create_colliders(MESH_INDEX_TERRARIN); } PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_SHAPE), temp_arr_collider); temp_arr_collider.resize(0); } if (temp_arr_collider_liquid.size() != 0) { if (Engine::get_singleton()->is_editor_hint()) { if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_BODY)) { create_colliders(MESH_INDEX_LIQUID); } } /* else { if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_AREA)) { create_colliders_area(MESH_INDEX_LIQUID); } }*/ PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid); temp_arr_collider_liquid.resize(0); } #if MESH_DATA_RESOURCE_PRESENT //TODO this should only update the differences for (int i = 0; i < _collider_bodies.size(); ++i) { PhysicsServer::get_singleton()->free(_collider_bodies[i].body); } _collider_bodies.clear(); for (int i = 0; i < get_mesh_data_resource_count(); ++i) { Ref mdr = get_mesh_data_resource(i); Transform offset = mdr->get_collision_shape_offset(i); for (int j = 0; j < mdr->get_collision_shape_count(); ++j) { Ref shape = mdr->get_collision_shape(j); if (!shape.is_valid()) { continue; } MDRColliders c; RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); c.body = body; c.transform = get_mesh_data_resource_transform(i); c.transform *= offset; PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid()); //TODO store the layer mask somewhere PhysicsServer::get_singleton()->body_set_collision_layer(body, 1); PhysicsServer::get_singleton()->body_set_collision_mask(body, 1); if (get_voxel_world()->is_inside_tree() && get_voxel_world()->is_inside_world()) { Ref world = get_voxel_world()->GET_WORLD(); if (world.is_valid() && world->get_space() != RID()) { PhysicsServer::get_singleton()->body_set_space(body, world->get_space()); } } PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, get_transform() * c.transform); _collider_bodies.push_back(c); } } #if TOOLS_ENABLED if (SceneTree::get_singleton()->is_debugging_collisions_hint() && _collider_bodies.size() > 0) { draw_debug_mdr_colliders(); } #endif #endif set_active_build_phase_type(BUILD_PHASE_TYPE_NORMAL); next_phase(); } } void VoxelChunkDefault::_create_meshers() { if (!_prop_mesher.is_valid()) { _prop_mesher = Ref(memnew(VoxelMesherDefault)); } for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_lod_size(get_lod_size()); mesher->set_voxel_scale(get_voxel_scale()); Ref md = mesher; if (md.is_valid()) { md->set_build_flags(get_build_flags()); } } } void VoxelChunkDefault::_build(bool immediate) { if (_current_build_phase == BUILD_PHASE_DONE) { _queued_generation = false; _build_prioritized = true; wait_and_finish_thread(); set_process(true); _is_generating = true; next_phase(); if (!_voxel_world->can_chunk_do_build_step()) return; build_step(); } else { _queued_generation = true; } } void VoxelChunkDefault::wait_and_finish_thread() { if (_build_thread) { Thread::wait_to_finish(_build_thread); memdelete(_build_thread); _build_thread = NULL; } } void VoxelChunkDefault::_bind_methods() { ClassDB::bind_method(D_METHOD("get_build_flags"), &VoxelChunkDefault::get_build_flags); ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &VoxelChunkDefault::set_build_flags); ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, BINDING_STRING_BUILD_FLAGS, 0), "set_build_flags", "get_build_flags"); ClassDB::bind_method(D_METHOD("get_active_build_phase_type"), &VoxelChunkDefault::get_active_build_phase_type); ClassDB::bind_method(D_METHOD("set_active_build_phase_type", "value"), &VoxelChunkDefault::set_active_build_phase_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "active_build_phase_type", PROPERTY_HINT_ENUM, BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE, 0), "set_active_build_phase_type", "get_active_build_phase_type"); ClassDB::bind_method(D_METHOD("get_lod_size"), &VoxelChunkDefault::get_lod_size); ClassDB::bind_method(D_METHOD("set_lod_size", "value"), &VoxelChunkDefault::set_lod_size); ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_size", PROPERTY_HINT_NONE, "", 0), "set_lod_size", "get_lod_size"); ClassDB::bind_method(D_METHOD("get_current_build_phase"), &VoxelChunkDefault::get_current_build_phase); ClassDB::bind_method(D_METHOD("set_current_build_phase", "value"), &VoxelChunkDefault::set_current_build_phase); ADD_PROPERTY(PropertyInfo(Variant::INT, "current_build_phase", PROPERTY_HINT_NONE, "", 0), "set_current_build_phase", "get_current_build_phase"); ClassDB::bind_method(D_METHOD("get_max_build_phase"), &VoxelChunkDefault::get_max_build_phase); ClassDB::bind_method(D_METHOD("set_max_build_phase", "value"), &VoxelChunkDefault::set_max_build_phase); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_build_phase", PROPERTY_HINT_NONE, "", 0), "set_max_build_phase", "get_max_build_phase"); ClassDB::bind_method(D_METHOD("get_lights_dirty"), &VoxelChunkDefault::get_lights_dirty); ClassDB::bind_method(D_METHOD("set_lights_dirty", "value"), &VoxelChunkDefault::set_lights_dirty); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lights_dirty", PROPERTY_HINT_NONE, "", 0), "set_lights_dirty", "get_lights_dirty"); ClassDB::bind_method(D_METHOD("get_lod_num"), &VoxelChunkDefault::get_lod_num); ClassDB::bind_method(D_METHOD("set_lod_num"), &VoxelChunkDefault::set_lod_num); ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_num", PROPERTY_HINT_NONE, "", 0), "set_lod_num", "get_lod_num"); ClassDB::bind_method(D_METHOD("get_current_lod_level"), &VoxelChunkDefault::get_current_lod_level); ClassDB::bind_method(D_METHOD("set_current_lod_level"), &VoxelChunkDefault::set_current_lod_level); ADD_PROPERTY(PropertyInfo(Variant::INT, "current_lod_level"), "set_current_lod_level", "get_current_lod_level"); //Data Management functions ClassDB::bind_method(D_METHOD("generate_ao"), &VoxelChunkDefault::generate_ao); //Meshing BIND_VMETHOD(MethodInfo("_build_phase", PropertyInfo(Variant::INT, "phase"))); BIND_VMETHOD(MethodInfo("_build_phase_process", PropertyInfo(Variant::INT, "phase"))); BIND_VMETHOD(MethodInfo("_build_phase_physics_process", PropertyInfo(Variant::INT, "phase"))); ClassDB::bind_method(D_METHOD("build_phase"), &VoxelChunkDefault::build_phase); ClassDB::bind_method(D_METHOD("build_phase_process"), &VoxelChunkDefault::build_phase_process); ClassDB::bind_method(D_METHOD("build_phase_physics_process"), &VoxelChunkDefault::build_phase_physics_process); ClassDB::bind_method(D_METHOD("next_phase"), &VoxelChunkDefault::next_phase); ClassDB::bind_method(D_METHOD("has_next_phase"), &VoxelChunkDefault::has_next_phase); //Meshes ClassDB::bind_method(D_METHOD("get_mesh_rids"), &VoxelChunkDefault::get_mesh_rids); ClassDB::bind_method(D_METHOD("set_mesh_rids", "rids"), &VoxelChunkDefault::set_mesh_rids); ClassDB::bind_method(D_METHOD("clear_rids"), &VoxelChunkDefault::clear_rids); ClassDB::bind_method(D_METHOD("get_mesh_rid", "mesh_index", "mesh_type_index"), &VoxelChunkDefault::get_mesh_rid); ClassDB::bind_method(D_METHOD("set_mesh_rid", "mesh_index", "mesh_type_index", "value"), &VoxelChunkDefault::set_mesh_rid); ClassDB::bind_method(D_METHOD("get_mesh_rid_index", "mesh_index", "mesh_type_index", "index"), &VoxelChunkDefault::get_mesh_rid_index); ClassDB::bind_method(D_METHOD("set_mesh_rid_index", "mesh_index", "mesh_type_index", "index", "value"), &VoxelChunkDefault::set_mesh_rid_index); ClassDB::bind_method(D_METHOD("get_mesh_rid_count", "mesh_index", "mesh_type_index"), &VoxelChunkDefault::get_mesh_rid_count); ClassDB::bind_method(D_METHOD("clear_mesh_rids", "mesh_index", "mesh_type_index"), &VoxelChunkDefault::clear_mesh_rids); ClassDB::bind_method(D_METHOD("get_meshes", "mesh_index", "mesh_type_index"), &VoxelChunkDefault::get_meshes); ClassDB::bind_method(D_METHOD("set_meshes", "mesh_index", "mesh_type_index", "meshes"), &VoxelChunkDefault::set_meshes); ClassDB::bind_method(D_METHOD("has_meshes", "mesh_index", "mesh_type_index"), &VoxelChunkDefault::has_meshes); ClassDB::bind_method(D_METHOD("free_rids"), &VoxelChunkDefault::free_rids); ClassDB::bind_method(D_METHOD("free_index", "mesh_index"), &VoxelChunkDefault::free_index); ClassDB::bind_method(D_METHOD("create_meshes", "mesh_index", "mesh_count"), &VoxelChunkDefault::create_meshes); ClassDB::bind_method(D_METHOD("free_meshes", "mesh_index"), &VoxelChunkDefault::free_meshes); ClassDB::bind_method(D_METHOD("create_colliders", "mesh_index", "layer_mask"), &VoxelChunkDefault::create_colliders, DEFVAL(1)); ClassDB::bind_method(D_METHOD("free_colliders", "mesh_index"), &VoxelChunkDefault::free_colliders); //Lights ClassDB::bind_method(D_METHOD("get_light", "index"), &VoxelChunkDefault::get_light); ClassDB::bind_method(D_METHOD("get_light_count"), &VoxelChunkDefault::get_light_count); //Debug ClassDB::bind_method(D_METHOD("debug_mesh_allocate"), &VoxelChunkDefault::debug_mesh_allocate); ClassDB::bind_method(D_METHOD("debug_mesh_free"), &VoxelChunkDefault::debug_mesh_free); ClassDB::bind_method(D_METHOD("debug_mesh_has"), &VoxelChunkDefault::debug_mesh_has); ClassDB::bind_method(D_METHOD("debug_mesh_clear"), &VoxelChunkDefault::debug_mesh_clear); ClassDB::bind_method(D_METHOD("debug_mesh_array_clear"), &VoxelChunkDefault::debug_mesh_array_clear); ClassDB::bind_method(D_METHOD("debug_mesh_add_vertices_to", "arr"), &VoxelChunkDefault::debug_mesh_add_vertices_to); ClassDB::bind_method(D_METHOD("debug_mesh_send"), &VoxelChunkDefault::debug_mesh_send); ClassDB::bind_method(D_METHOD("draw_cross_voxels", "max"), &VoxelChunkDefault::draw_cross_voxels); ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "max", "fill"), &VoxelChunkDefault::draw_cross_voxels_fill); ClassDB::bind_method(D_METHOD("draw_debug_voxels", "max", "color"), &VoxelChunkDefault::draw_debug_voxels, DEFVAL(Color(1, 1, 1))); ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &VoxelChunkDefault::draw_debug_voxel_lights); #ifdef MESH_DATA_RESOURCE_PRESENT ClassDB::bind_method(D_METHOD("draw_debug_mdr_colliders"), &VoxelChunkDefault::draw_debug_mdr_colliders); #endif //Free ClassDB::bind_method(D_METHOD("free_chunk"), &VoxelChunkDefault::free_chunk); //etc ClassDB::bind_method(D_METHOD("emit_build_finished"), &VoxelChunkDefault::emit_build_finished); ClassDB::bind_method(D_METHOD("generate_random_ao", "seed", "octaves", "period", "persistence", "scale_factor"), &VoxelChunkDefault::generate_random_ao, DEFVAL(4), DEFVAL(30), DEFVAL(0.3), DEFVAL(0.6)); //virtuals ClassDB::bind_method(D_METHOD("_setup_channels"), &VoxelChunkDefault::_setup_channels); ClassDB::bind_method(D_METHOD("_build_phase", "phase"), &VoxelChunkDefault::_build_phase); ClassDB::bind_method(D_METHOD("_build_phase_process", "phase"), &VoxelChunkDefault::_build_phase_process); ClassDB::bind_method(D_METHOD("_build_phase_physics_process", "phase"), &VoxelChunkDefault::_build_phase_physics_process); ClassDB::bind_method(D_METHOD("_create_meshers"), &VoxelChunkDefault::_create_meshers); ClassDB::bind_method(D_METHOD("_build", "immediate"), &VoxelChunkDefault::_build); ClassDB::bind_method(D_METHOD("_visibility_changed", "visible"), &VoxelChunkDefault::_visibility_changed); ClassDB::bind_method(D_METHOD("_exit_tree"), &VoxelChunkDefault::_exit_tree); ClassDB::bind_method(D_METHOD("_process", "delta"), &VoxelChunkDefault::_process); ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &VoxelChunkDefault::_physics_process); //Props ClassDB::bind_method(D_METHOD("_add_prop", "prop"), &VoxelChunkDefault::_add_prop); //lights ClassDB::bind_method(D_METHOD("_bake_lights"), &VoxelChunkDefault::_bake_lights); ClassDB::bind_method(D_METHOD("_bake_light", "light"), &VoxelChunkDefault::_bake_light); ClassDB::bind_method(D_METHOD("_clear_baked_lights"), &VoxelChunkDefault::_clear_baked_lights); ClassDB::bind_method(D_METHOD("_world_light_added", "light"), &VoxelChunkDefault::_world_light_added); ClassDB::bind_method(D_METHOD("_world_light_removed", "light"), &VoxelChunkDefault::_world_light_removed); BIND_CONSTANT(BUILD_PHASE_DONE); BIND_CONSTANT(BUILD_PHASE_SETUP); BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_SETUP); BIND_CONSTANT(BUILD_PHASE_COLLIDER); BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH); #ifdef MESH_DATA_RESOURCE_PRESENT BIND_CONSTANT(BUILD_PHASE_MESH_DATA_RESOURCES); #endif BIND_CONSTANT(BUILD_PHASE_LIGHTS); BIND_CONSTANT(BUILD_PHASE_FINALIZE); BIND_CONSTANT(BUILD_PHASE_MAX); BIND_CONSTANT(VOXEL_CHUNK_STATE_GENERATION_QUEUED); BIND_CONSTANT(VOXEL_CHUNK_STATE_GENERATION); BIND_CONSTANT(VOXEL_CHUNK_STATE_MESH_GENERATION_QUEUED); BIND_CONSTANT(VOXEL_CHUNK_STATE_MESH_GENERATION); BIND_CONSTANT(VOXEL_CHUNK_STATE_MAX); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_TYPE); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_ISOLEVEL); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_R); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_G); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_B); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_AO); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_RANDOM_AO); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_FLOW); BIND_ENUM_CONSTANT(MAX_DEFAULT_CHANNELS); BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_NORMAL); BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PROCESS); BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PHYSICS_PROCESS); BIND_CONSTANT(MESH_INDEX_TERRARIN); BIND_CONSTANT(MESH_INDEX_PROP); BIND_CONSTANT(MESH_INDEX_LIQUID); BIND_CONSTANT(MESH_INDEX_CLUTTER); BIND_CONSTANT(MESH_TYPE_INDEX_MESH); BIND_CONSTANT(MESH_TYPE_INDEX_MESH_INSTANCE); BIND_CONSTANT(MESH_TYPE_INDEX_SHAPE); BIND_CONSTANT(MESH_TYPE_INDEX_BODY); BIND_ENUM_CONSTANT(BUILD_FLAG_USE_ISOLEVEL); BIND_ENUM_CONSTANT(BUILD_FLAG_USE_LIGHTING); BIND_ENUM_CONSTANT(BUILD_FLAG_USE_AO); BIND_ENUM_CONSTANT(BUILD_FLAG_USE_RAO); BIND_ENUM_CONSTANT(BUILD_FLAG_GENERATE_AO); BIND_ENUM_CONSTANT(BUILD_FLAG_AUTO_GENERATE_RAO); BIND_ENUM_CONSTANT(BUILD_FLAG_BAKE_LIGHTS); BIND_ENUM_CONSTANT(BUILD_FLAG_CREATE_COLLIDER); BIND_ENUM_CONSTANT(BUILD_FLAG_CREATE_LODS); }