#include "voxel_chunk.h" #include "voxel_world.h" int VoxelChunk::get_chunk_position_x() { return _chunk_position.x; } void VoxelChunk::set_chunk_position_x(int value) { _chunk_position.x = value; } 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; } Ref VoxelChunk::get_library() { return _library; } void VoxelChunk::set_library(Ref value) { _library = value; } int VoxelChunk::get_lod_size() const { return _lod_size; } void VoxelChunk::set_lod_size(const int lod_size) { _lod_size = lod_size; if (_mesher.is_valid()) { _mesher->set_lod_size(_lod_size); } } float VoxelChunk::get_voxel_scale() const { return _voxel_scale; } void VoxelChunk::set_voxel_scale(float value) { _voxel_scale = value; if (_mesher.is_valid()) { _mesher->set_voxel_scale(_voxel_scale); } } int VoxelChunk::get_current_build_phase() { return _current_build_phase; } void VoxelChunk::set_current_build_phase(int value) { _current_build_phase = value; } Ref VoxelChunk::get_mesher() const { return _mesher; } void VoxelChunk::set_mesher(Ref mesher) { _mesher = mesher; } VoxelWorld *VoxelChunk::get_voxel_world() const { return _voxel_world; } void VoxelChunk::set_voxel_world(VoxelWorld *world) { _voxel_world = world; } void VoxelChunk::set_voxel_world_bind(Node *world) { if (world == NULL) { _voxel_world = NULL; return; } _voxel_world = Object::cast_to(world); } bool VoxelChunk::get_create_collider() const { return _create_collider; } void VoxelChunk::set_create_collider(bool value) { _create_collider = value; } bool VoxelChunk::get_bake_lights() const { return _bake_lights; } void VoxelChunk::set_bake_lights(bool value) { _bake_lights = value; } Ref VoxelChunk::get_buffer() const { return _buffer; } RID VoxelChunk::get_mesh_rid() { return _mesh_rid; } RID VoxelChunk::get_mesh_instance_rid() { return _mesh_instance_rid; } RID VoxelChunk::get_shape_rid() { return _shape_rid; } RID VoxelChunk::get_body_rid() { return _body_rid; } RID VoxelChunk::get_prop_mesh_rid() { return _prop_mesh_rid; } RID VoxelChunk::get_prop_mesh_instance_rid() { return _prop_mesh_instance_rid; } RID VoxelChunk::get_prop_shape_rid() { return _prop_shape_rid; } RID VoxelChunk::get_prop_body_rid() { return _prop_body_rid; } void VoxelChunk::create_mesher() { call("_create_mesher"); ERR_FAIL_COND(!_mesher.is_valid()); _mesher->set_lod_size(get_lod_size()); _mesher->set_voxel_scale(get_voxel_scale()); } void VoxelChunk::_create_mesher() { _mesher = Ref(memnew(VoxelMesherCubic())); } void VoxelChunk::finalize_mesh() { _mesher->set_library(_library); if (_mesh_rid == RID()) { allocate_main_mesh(); } get_mesher()->build_mesh(_mesh_rid); } void VoxelChunk::build() { if (_current_build_phase == BUILD_PHASE_DONE) { next_phase(); } } void VoxelChunk::build_phase(int phase) { call("_build_phase", phase); } void VoxelChunk::_build_phase(int phase) { ERR_FAIL_COND(!_library.is_valid()); switch (phase) { case BUILD_PHASE_DONE: return; case BUILD_PHASE_SETUP: { if (!_mesher.is_valid()) { create_mesher(); } _mesher->set_library(_library); _mesher->reset(); next_phase(); return; } case BUILD_PHASE_TERRARIN_MESH: { if (has_method("_create_mesh")) { call("_create_mesh"); } else { _mesher->add_buffer(_buffer); } finalize_mesh(); next_phase(); return; } case BUILD_PHASE_TERRARIN_MESH_COLLIDER: { if (get_create_collider()) { build_collider(); } next_phase(); return; } case BUILD_PHASE_PROP_MESH: { _mesher->reset(); if (_props.size() > 0) { process_props(); build_prop_meshes(); } next_phase(); return; } case BUILD_PHASE_PROP_COLLIDER: { if (_props.size() > 0) { if (get_create_collider()) { build_prop_collider(); } } _mesher->reset(); next_phase(); return; } } next_phase(); } void VoxelChunk::next_phase() { ++_current_build_phase; if (_current_build_phase >= BUILD_PHASE_MAX) { _current_build_phase = BUILD_PHASE_DONE; emit_signal("mesh_generation_finished", Ref(this)); return; } build_phase(_current_build_phase); } void VoxelChunk::clear() { _voxel_lights.clear(); } void VoxelChunk::create_colliders() { ERR_FAIL_COND(_voxel_world == NULL); _shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON); _body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); PhysicsServer::get_singleton()->body_set_collision_layer(_body_rid, 1); PhysicsServer::get_singleton()->body_set_collision_mask(_body_rid, 1); PhysicsServer::get_singleton()->body_add_shape(_body_rid, _shape_rid); PhysicsServer::get_singleton()->body_set_state(_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale))); PhysicsServer::get_singleton()->body_set_space(_body_rid, get_voxel_world()->get_world()->get_space()); } void VoxelChunk::build_collider() { if (_body_rid == RID()) { create_colliders(); } _mesher->build_collider(_shape_rid); } void VoxelChunk::remove_colliders() { if (_body_rid != RID()) { PhysicsServer::get_singleton()->free(_body_rid); PhysicsServer::get_singleton()->free(_shape_rid); _body_rid = RID(); _shape_rid = RID(); } } void VoxelChunk::add_lights(Array lights) { for (int i = 0; i < lights.size(); ++i) { Ref light = Ref(lights.get(i)); if (light.is_valid()) { add_voxel_light(light); } } } void VoxelChunk::add_voxel_light(Ref light) { _voxel_lights.push_back(light); } void VoxelChunk::create_voxel_light(const Color color, const int size, const int x, const int y, const int z) { Ref light; light.instance(); Vector3i pos = get_chunk_position(); Vector3i csize = get_chunk_size(); light->set_world_position(pos.x * csize.x + x, pos.y * csize.y + y, pos.z * csize.z + z); light->set_color(color); light->set_size(size); add_voxel_light(light); } void VoxelChunk::remove_voxel_light(Ref 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(); } void VoxelChunk::add_lights_into(Array target) { for (int i = 0; i < _voxel_lights.size(); ++i) { target.append(_voxel_lights[i]); } } void VoxelChunk::add_unique_lights_into(Array target) { for (int i = 0; i < _voxel_lights.size(); ++i) { Ref l = _voxel_lights.get(i); bool append = true; for (int j = 0; j < target.size(); ++j) { Ref l2 = target.get(j); if (!l2.is_valid()) continue; if (l2->get_world_position() == l->get_world_position() && l2->get_size() == l->get_size()) { append = false; break; } } if (append) target.append(l); } } Array VoxelChunk::get_lights() { Array target; for (int i = 0; i < _voxel_lights.size(); ++i) { target.append(_voxel_lights[i]); } return target; } void VoxelChunk::bake_lights() { clear_baked_lights(); for (int i = 0; i < _voxel_lights.size(); ++i) { bake_light(_voxel_lights[i]); } } void VoxelChunk::bake_light(Ref light) { ERR_FAIL_COND(!light.is_valid()); 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::add_prop(Ref prop) { _props.push_back(prop); if (has_method("_prop_added")) call("_prop_added", prop); } Ref VoxelChunk::get_prop(int index) { return _props.get(index); } int VoxelChunk::get_prop_count() { return _props.size(); } void VoxelChunk::remove_prop(int index) { return _props.remove(index); } void VoxelChunk::clear_props() { _props.clear(); } void VoxelChunk::allocate_prop_mesh() { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(!get_library().is_valid()); ERR_FAIL_COND(!get_library()->get_prop_material().is_valid()); _prop_mesh_instance_rid = VS::get_singleton()->instance_create(); if (get_library()->get_prop_material().is_valid()) { VS::get_singleton()->instance_geometry_set_material_override(_prop_mesh_instance_rid, get_library()->get_prop_material()->get_rid()); } if (get_voxel_world()->get_world().is_valid()) VS::get_singleton()->instance_set_scenario(_prop_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario()); _prop_mesh_rid = VS::get_singleton()->mesh_create(); VS::get_singleton()->instance_set_base(_prop_mesh_instance_rid, _prop_mesh_rid); VS::get_singleton()->instance_set_transform(_prop_mesh_instance_rid, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale))); } void VoxelChunk::process_props() { ERR_FAIL_COND(!has_method("_process_props")); if (_prop_mesh_rid == RID()) { allocate_prop_mesh(); } call("_process_props"); _mesher->bake_colors(_buffer); _mesher->build_mesh(_prop_mesh_rid); } void VoxelChunk::build_prop_meshes() { if (_prop_mesh_rid == RID()) { allocate_prop_mesh(); } _mesher->bake_colors(_buffer); _mesher->build_mesh(_prop_mesh_rid); } void VoxelChunk::free_prop_mesh() { if (_prop_mesh_instance_rid != RID()) { VS::get_singleton()->free(_prop_mesh_instance_rid); VS::get_singleton()->free(_prop_mesh_rid); _prop_mesh_instance_rid = RID(); _prop_mesh_rid = RID(); } } void VoxelChunk::allocate_prop_colliders() { ERR_FAIL_COND(_voxel_world == NULL); _prop_shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON); _prop_body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); PhysicsServer::get_singleton()->body_set_collision_layer(_prop_body_rid, 1); PhysicsServer::get_singleton()->body_set_collision_mask(_prop_body_rid, 1); PhysicsServer::get_singleton()->body_add_shape(_prop_body_rid, _prop_shape_rid); PhysicsServer::get_singleton()->body_set_state(_prop_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale))); PhysicsServer::get_singleton()->body_set_space(_prop_body_rid, get_voxel_world()->get_world()->get_space()); } void VoxelChunk::build_prop_collider() { if (_prop_shape_rid == RID()) { allocate_prop_colliders(); } _mesher->build_collider(_prop_shape_rid); } void VoxelChunk::free_prop_colliders() { if (_prop_body_rid != RID()) { PhysicsServer::get_singleton()->free(_prop_body_rid); PhysicsServer::get_singleton()->free(_prop_shape_rid); _prop_body_rid = RID(); _prop_shape_rid = RID(); } } void VoxelChunk::free_spawn_props() { for (int i = 0; i < _spawned_props.size(); ++i) { _spawned_props[i]->queue_delete(); } _spawned_props.clear(); } void VoxelChunk::allocate_main_mesh() { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(!get_library().is_valid()); ERR_FAIL_COND(!get_library()->get_material().is_valid()); _mesh_instance_rid = VS::get_singleton()->instance_create(); if (get_library()->get_material().is_valid()) { VS::get_singleton()->instance_geometry_set_material_override(_mesh_instance_rid, get_library()->get_material()->get_rid()); } if (get_voxel_world()->get_world().is_valid()) VS::get_singleton()->instance_set_scenario(_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario()); _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, Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale))); } void VoxelChunk::free_main_mesh() { if (_mesh_instance_rid != RID()) { VS::get_singleton()->free(_mesh_instance_rid); VS::get_singleton()->free(_mesh_rid); _mesh_instance_rid = RID(); _mesh_rid = RID(); } } void VoxelChunk::create_debug_immediate_geometry() { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(_debug_drawer != NULL); _debug_drawer = memnew(ImmediateGeometry()); get_voxel_world()->add_child(_debug_drawer); _debug_drawer->set_owner(get_voxel_world()); _debug_drawer->set_transform(Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale))); } void VoxelChunk::free_debug_immediate_geometry() { if (_debug_drawer != NULL) { _debug_drawer->queue_delete(); _debug_drawer = NULL; } } void VoxelChunk::draw_cross_voxels(Vector3 pos) { pos *= _voxel_scale; _debug_drawer->add_vertex(pos + Vector3(0, 0, -0.2)); _debug_drawer->add_vertex(pos + Vector3(0, 0, 0.2)); _debug_drawer->add_vertex(pos + Vector3(0, -0.2, 0)); _debug_drawer->add_vertex(pos + Vector3(0, 0.2, 0)); _debug_drawer->add_vertex(pos + Vector3(-0.2, 0, 0)); _debug_drawer->add_vertex(pos + Vector3(0.2, 0, 0)); } void VoxelChunk::draw_cross_voxels_fill(Vector3 pos, float fill) { pos *= _voxel_scale; _debug_drawer->add_vertex(pos + Vector3(0, 0, -0.5 * fill)); _debug_drawer->add_vertex(pos + Vector3(0, 0, 0.5 * fill)); _debug_drawer->add_vertex(pos + Vector3(0, -0.5 * fill, 0)); _debug_drawer->add_vertex(pos + Vector3(0, 0.5 * fill, 0)); _debug_drawer->add_vertex(pos + Vector3(-0.5 * fill, 0, 0)); _debug_drawer->add_vertex(pos + Vector3(0.5 * fill, 0, 0)); } void VoxelChunk::draw_debug_voxels(int max, Color color) { if (_debug_drawer == NULL) { create_debug_immediate_geometry(); } ERR_FAIL_COND(_debug_drawer == NULL); _debug_drawer->clear(); _debug_drawer->begin(Mesh::PRIMITIVE_LINES); _debug_drawer->set_color(color); int a = 0; Vector3i size = _buffer->get_size(); for (int y = 0; y < size.y; ++y) { for (int z = 0; z < size.z; ++z) { for (int x = 0; x < size.x; ++x) { int type = _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_TYPE); if (type == 0) { continue; } draw_cross_voxels_fill(Vector3(x, y, z), _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL) / 255.0); ++a; if (a > max) { break; } } } } _debug_drawer->end(); } void VoxelChunk::draw_debug_voxel_lights() { if (_debug_drawer == NULL) { create_debug_immediate_geometry(); } ERR_FAIL_COND(_debug_drawer == NULL); _debug_drawer->clear(); _debug_drawer->begin(Mesh::PrimitiveType::PRIMITIVE_LINES); _debug_drawer->set_color(Color(1, 1, 1)); for (int i = 0; i < _voxel_lights.size(); ++i) { Ref v = _voxel_lights[i]; Vector3i pos = v->get_world_position(); 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); draw_cross_voxels_fill(Vector3(pos_x, pos_y, pos_z), 1.0); } _debug_drawer->end(); } void VoxelChunk::free_chunk() { free_debug_immediate_geometry(); free_main_mesh(); remove_colliders(); free_prop_mesh(); free_prop_colliders(); free_spawn_props(); } VoxelChunk::VoxelChunk() { _build_mesh = true; _create_collider = true; _bake_lights = true; _current_build_phase = BUILD_PHASE_DONE; _voxel_scale = 1; _lod_size = 1; _buffer.instance(); _debug_drawer = NULL; _voxel_world = NULL; } VoxelChunk::~VoxelChunk() { free_main_mesh(); remove_colliders(); free_prop_mesh(); free_prop_colliders(); //do not call free here, the app will crash on exit, if you try to free nodes too. _voxel_lights.clear(); if (_mesher.is_valid()) { _mesher.unref(); } _buffer.unref(); if (_library.is_valid()) { _library.unref(); } _props.clear(); } void VoxelChunk::_bind_methods() { ADD_SIGNAL(MethodInfo("mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"))); BIND_VMETHOD(MethodInfo("_create_mesh")); BIND_VMETHOD(MethodInfo("_create_mesher")); BIND_VMETHOD(MethodInfo("_prop_added", PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunkPropData"))); ClassDB::bind_method(D_METHOD("_create_mesher"), &VoxelChunk::_create_mesher); 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_library"), &VoxelChunk::get_library); ClassDB::bind_method(D_METHOD("set_library", "value"), &VoxelChunk::set_library); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "VoxelmanLibrary"), "set_library", "get_library"); ClassDB::bind_method(D_METHOD("get_lod_size"), &VoxelChunk::get_lod_size); ClassDB::bind_method(D_METHOD("set_lod_size", "value"), &VoxelChunk::set_lod_size); ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_size"), "set_lod_size", "get_lod_size"); ClassDB::bind_method(D_METHOD("get_voxel_scale"), &VoxelChunk::get_voxel_scale); ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &VoxelChunk::set_voxel_scale); ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale"); ClassDB::bind_method(D_METHOD("get_current_build_phase"), &VoxelChunk::get_current_build_phase); ClassDB::bind_method(D_METHOD("set_current_build_phase", "value"), &VoxelChunk::set_current_build_phase); ADD_PROPERTY(PropertyInfo(Variant::INT, "current_build_phase"), "set_current_build_phase", "get_current_build_phase"); ClassDB::bind_method(D_METHOD("get_buffer"), &VoxelChunk::get_buffer); ADD_GROUP("Meshing", "meshing"); ClassDB::bind_method(D_METHOD("meshing_get_create_collider"), &VoxelChunk::get_create_collider); ClassDB::bind_method(D_METHOD("meshing_set_create_collider", "value"), &VoxelChunk::set_create_collider); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_create_collider"), "meshing_set_create_collider", "meshing_get_create_collider"); ClassDB::bind_method(D_METHOD("meshing_get_bake_lights"), &VoxelChunk::get_bake_lights); ClassDB::bind_method(D_METHOD("meshing_set_bake_lights", "value"), &VoxelChunk::set_bake_lights); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_bake_lights"), "meshing_set_bake_lights", "meshing_get_bake_lights"); ADD_GROUP("Settings", "setting"); ClassDB::bind_method(D_METHOD("get_mesher"), &VoxelChunk::get_mesher); 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("get_voxel_world"), &VoxelChunk::get_voxel_world); ClassDB::bind_method(D_METHOD("set_voxel_world", "world"), &VoxelChunk::set_voxel_world_bind); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "voxel_world", PROPERTY_HINT_RESOURCE_TYPE, "VoxelWorld"), "set_voxel_world", "get_voxel_world"); ClassDB::bind_method(D_METHOD("get_mesh_rid"), &VoxelChunk::get_mesh_rid); ClassDB::bind_method(D_METHOD("get_mesh_instance_rid"), &VoxelChunk::get_mesh_instance_rid); ClassDB::bind_method(D_METHOD("get_shape_rid"), &VoxelChunk::get_shape_rid); ClassDB::bind_method(D_METHOD("get_body_rid"), &VoxelChunk::get_body_rid); ClassDB::bind_method(D_METHOD("get_prop_mesh_rid"), &VoxelChunk::get_prop_mesh_rid); ClassDB::bind_method(D_METHOD("get_prop_mesh_instance_rid"), &VoxelChunk::get_prop_mesh_instance_rid); ClassDB::bind_method(D_METHOD("get_prop_shape_rid"), &VoxelChunk::get_prop_shape_rid); ClassDB::bind_method(D_METHOD("get_prop_body_rid"), &VoxelChunk::get_prop_body_rid); ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh); BIND_VMETHOD(MethodInfo("_build_phase", PropertyInfo(Variant::INT, "phase"))); ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build); ClassDB::bind_method(D_METHOD("build_phase", "phase"), &VoxelChunk::build_phase); ClassDB::bind_method(D_METHOD("_build_phase", "phase"), &VoxelChunk::_build_phase); ClassDB::bind_method(D_METHOD("next_phase"), &VoxelChunk::next_phase); ClassDB::bind_method(D_METHOD("clear"), &VoxelChunk::clear); ClassDB::bind_method(D_METHOD("create_colliders"), &VoxelChunk::create_colliders); ClassDB::bind_method(D_METHOD("build_collider"), &VoxelChunk::build_collider); ClassDB::bind_method(D_METHOD("remove_colliders"), &VoxelChunk::remove_colliders); ClassDB::bind_method(D_METHOD("add_lights", "lights"), &VoxelChunk::add_lights); ClassDB::bind_method(D_METHOD("add_voxel_light", "light"), &VoxelChunk::add_voxel_light); ClassDB::bind_method(D_METHOD("create_voxel_light", "color", "size", "x", "y", "z"), &VoxelChunk::create_voxel_light); ClassDB::bind_method(D_METHOD("remove_voxel_light", "light"), &VoxelChunk::remove_voxel_light); ClassDB::bind_method(D_METHOD("clear_voxel_lights"), &VoxelChunk::clear_voxel_lights); ClassDB::bind_method(D_METHOD("add_lights_into", "lights"), &VoxelChunk::add_lights_into); ClassDB::bind_method(D_METHOD("add_unique_lights_into", "lights"), &VoxelChunk::add_unique_lights_into); ClassDB::bind_method(D_METHOD("get_lights"), &VoxelChunk::get_lights); ClassDB::bind_method(D_METHOD("bake_lights"), &VoxelChunk::bake_lights); ClassDB::bind_method(D_METHOD("bake_light", "light"), &VoxelChunk::bake_light); ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights); ClassDB::bind_method(D_METHOD("add_prop", "prop"), &VoxelChunk::add_prop); ClassDB::bind_method(D_METHOD("get_prop", "index"), &VoxelChunk::get_prop); ClassDB::bind_method(D_METHOD("get_prop_count"), &VoxelChunk::get_prop_count); ClassDB::bind_method(D_METHOD("remove_prop", "index"), &VoxelChunk::remove_prop); ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props); BIND_VMETHOD(MethodInfo("_process_props")); ClassDB::bind_method(D_METHOD("process_props"), &VoxelChunk::process_props); ClassDB::bind_method(D_METHOD("build_prop_meshes"), &VoxelChunk::build_prop_meshes); ClassDB::bind_method(D_METHOD("build_prop_collider"), &VoxelChunk::build_prop_collider); ClassDB::bind_method(D_METHOD("free_spawn_props"), &VoxelChunk::free_spawn_props); ClassDB::bind_method(D_METHOD("allocate_main_mesh"), &VoxelChunk::allocate_main_mesh); ClassDB::bind_method(D_METHOD("free_main_mesh"), &VoxelChunk::free_main_mesh); ClassDB::bind_method(D_METHOD("allocate_prop_mesh"), &VoxelChunk::allocate_prop_mesh); ClassDB::bind_method(D_METHOD("free_prop_mesh"), &VoxelChunk::free_prop_mesh); ClassDB::bind_method(D_METHOD("allocate_prop_colliders"), &VoxelChunk::allocate_prop_colliders); ClassDB::bind_method(D_METHOD("free_prop_colliders"), &VoxelChunk::free_prop_colliders); ClassDB::bind_method(D_METHOD("create_mesher"), &VoxelChunk::create_mesher); ClassDB::bind_method(D_METHOD("create_debug_immediate_geometry"), &VoxelChunk::create_debug_immediate_geometry); ClassDB::bind_method(D_METHOD("free_debug_immediate_geometry"), &VoxelChunk::free_debug_immediate_geometry); ClassDB::bind_method(D_METHOD("free_chunk"), &VoxelChunk::free_chunk); ClassDB::bind_method(D_METHOD("draw_cross_voxels", "pos"), &VoxelChunk::draw_cross_voxels); ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "pos", "fill"), &VoxelChunk::draw_cross_voxels_fill); ClassDB::bind_method(D_METHOD("draw_debug_voxels", "pos", "color"), &VoxelChunk::draw_debug_voxels, DEFVAL(Color(1, 1, 1))); ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &VoxelChunk::draw_debug_voxel_lights); BIND_CONSTANT(BUILD_PHASE_DONE); BIND_CONSTANT(BUILD_PHASE_SETUP); BIND_CONSTANT(BUILD_PHASE_LIGHTS); BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH); BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_COLLIDER); BIND_CONSTANT(BUILD_PHASE_PROP_MESH); BIND_CONSTANT(BUILD_PHASE_PROP_COLLIDER); BIND_CONSTANT(BUILD_PHASE_MAX); }