#ifndef VOXEL_CHUNK_H #define VOXEL_CHUNK_H #include "core/engine.h" #include "core/object.h" #include "core/reference.h" #include "core/ustring.h" #include "scene/3d/mesh_instance.h" #include "scene/resources/packed_scene.h" #include "core/array.h" #include "scene/3d/collision_shape.h" #include "scene/3d/physics_body.h" #include "scene/resources/concave_polygon_shape.h" #include "scene/3d/spatial.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 "voxel_buffer.h" #include "../../entity_spell_system/meshes/mesh_data_resource.h" #include "../props/voxelman_prop.h" #include "../props/voxelman_prop_entry.h" #include "../props/voxelman_prop_scene.h" #include "../props/voxelman_prop_mesh.h" #include "../props/voxelman_prop_light.h" #include "voxel_chunk_prop_data.h" class VoxelWorld; class VoxelChunk : public Reference { GDCLASS(VoxelChunk, Reference); public: //Properties int get_chunk_position_x(); void set_chunk_position_x(int value); int get_chunk_position_y(); void set_chunk_position_y(int value); int get_chunk_position_z(); void set_chunk_position_z(int value); Vector3i get_chunk_position() const; void set_chunk_position(int x, int y, int z); int get_chunk_size_x(); void set_chunk_size_x(int value); int get_chunk_size_y(); void set_chunk_size_y(int value); int get_chunk_size_z(); void set_chunk_size_z(int value); Vector3i get_chunk_size() const; void set_chunk_size(int x, int y, int z); 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); Ref get_mesher() const; void set_mesher(Ref mesher); 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); Ref get_buffer() const; 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(); //Meshing void create_mesher(); void _create_mesher(); void finalize_mesh(); void build(); void build_phase(int 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 clear_baked_lights(); //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(); //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(); public: enum { BUILD_PHASE_DONE = 0, BUILD_PHASE_SETUP = 1, BUILD_PHASE_LIGHTS = 2, BUILD_PHASE_TERRARIN_MESH = 3, BUILD_PHASE_TERRARIN_MESH_COLLIDER = 4, BUILD_PHASE_PROP_MESH = 5, BUILD_PHASE_PROP_COLLIDER = 6, BUILD_PHASE_MAX = 7 }; protected: static void _bind_methods(); int _current_build_phase; bool _enabled; VoxelWorld *_voxel_world; Vector3i _chunk_position; Vector3i _chunk_size; Ref _buffer; Vector > _voxel_lights; int _lod_size; float _voxel_scale; NodePath _library_path; Ref _library; //voxel mesh RID _mesh_rid; RID _mesh_instance_rid; RID _shape_rid; RID _body_rid; Ref _mesher; //mergeable props Vector > _props; RID _prop_mesh_rid; RID _prop_mesh_instance_rid; RID _prop_shape_rid; RID _prop_body_rid; //spawned props Vector _spawned_props; //debug ImmediateGeometry *_debug_drawer; bool _build_mesh; bool _create_collider; bool _bake_lights; }; #endif