#include "voxel_chunk.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); } } 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; } void VoxelChunk::clear() { _voxel_lights.clear(); } void VoxelChunk::build() { ERR_FAIL_COND(!_library.is_valid()); if (!_mesher.is_valid()) { create_mesher(); } _mesher->set_library(_library); _mesher->reset(); if (has_method("_create_mesh")) { call("_create_mesh"); } else { _mesher->add_buffer(_buffer); } finalize_mesh(); if (get_create_collider()) { build_collider(); } _mesher->reset(); if (_meshes.size() > 0) { build_prop_mesh(); if (get_create_collider()) { build_prop_collider(); } } _mesher->reset(); } 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()) { create_meshes(); } get_mesher()->build_mesh(_mesh_rid); } 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::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::get_lights(Array lights) { for (int i = 0; i < _voxel_lights.size(); ++i) { lights.append(_voxel_lights[i]); } } 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::create_meshes() { 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::remove_meshes() { 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::add_prop_mesh(const Ref mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale) { VCPropData data; data.position = position; data.rotation = rotation; data.scale = scale; data.mesh = mesh; _meshes.push_back(data); } void VoxelChunk::add_prop_spawned(const Ref scene, const Vector3 position, const Vector3 rotation, const Vector3 scale) { VCPropData data; data.position = position; data.rotation = rotation; data.scale = scale; data.scene = scene; _meshes.push_back(data); } void VoxelChunk::add_prop(const Ref prop, const Vector3 position, const Vector3 rotation, const Vector3 scale) { VCPropData data; data.position = position; data.rotation = rotation; data.scale = scale; data.mesh = prop; _meshes.push_back(prop); } void VoxelChunk::clear_props() { _meshes.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::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::build_prop_mesh() { if (_prop_mesh_rid == RID()) { create_prop_mesh(); } for (int i = 0; i < _meshes.size(); ++i) { _mesher->add_mesh_data_resource(_meshes[i].transform, _meshes[i].mesh_data); } _mesher->bake_colors(_buffer); _mesher->build_mesh(_prop_mesh_rid); } void VoxelChunk::create_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()) { create_prop_colliders(); } _mesher->build_collider(_prop_shape_rid); } void VoxelChunk::remove_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::add_spawned_prop(const Ref scene) { ERR_FAIL_COND(!scene.is_valid()); ERR_FAIL_COND(get_voxel_world() == NULL); Node *n = scene->instance(); ERR_FAIL_COND(n == NULL); get_voxel_world()->add_child(n); n->set_owner(get_voxel_world()); _spawned_meshes.push_back(n); } void VoxelChunk::add_spawned_prop_spatial(const Transform transform, const Ref scene) { ERR_FAIL_COND(!scene.is_valid()); ERR_FAIL_COND(get_voxel_world() == NULL); Node *n = scene->instance(); ERR_FAIL_COND(n == NULL); get_voxel_world()->add_child(n); n->set_owner(get_voxel_world()); _spawned_meshes.push_back(n); Spatial *spatial = Object::cast_to(n); ERR_FAIL_COND(spatial == NULL); spatial->set_transform(transform); } void VoxelChunk::clear_spawned_meshes() { for (int i = 0; i < _spawned_meshes.size(); ++i) { _spawned_meshes[i]->queue_delete(); } _spawned_meshes.clear(); } 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::free() { free_debug_immediate_geometry(); remove_meshes(); remove_colliders(); remove_prop_mesh(); remove_prop_colliders(); clear_spawned_meshes(); } 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(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(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(Vector3(pos_x, pos_y, pos_z), 1.0); } _debug_drawer->end(); } VoxelChunk::VoxelChunk() { _build_mesh = true; _create_collider = true; _bake_lights = true; _voxel_scale = 1; _lod_size = 1; _buffer.instance(); _debug_drawer = NULL; _voxel_world = NULL; } VoxelChunk::~VoxelChunk() { remove_meshes(); remove_colliders(); remove_prop_mesh(); remove_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(); } } void VoxelChunk::_bind_methods() { BIND_VMETHOD(MethodInfo("_create_mesh")); BIND_VMETHOD(MethodInfo("_create_mesher")); 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_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("add_lights", "lights"), &VoxelChunk::add_lights); ClassDB::bind_method(D_METHOD("add_voxel_light", "light"), &VoxelChunk::add_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("get_lights", "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", "transform", "mesh"), &VoxelChunk::add_prop); ClassDB::bind_method(D_METHOD("clear_meshes"), &VoxelChunk::clear_meshes); ClassDB::bind_method(D_METHOD("create_prop_mesh"), &VoxelChunk::create_prop_mesh); ClassDB::bind_method(D_METHOD("remove_prop_mesh"), &VoxelChunk::remove_prop_mesh); ClassDB::bind_method(D_METHOD("build_prop_mesh"), &VoxelChunk::build_prop_mesh); ClassDB::bind_method(D_METHOD("add_spawned_prop", "scene"), &VoxelChunk::add_spawned_prop); ClassDB::bind_method(D_METHOD("add_spawned_prop_spatial", "transform", "scene"), &VoxelChunk::add_spawned_prop_spatial); ClassDB::bind_method(D_METHOD("clear_spawned_meshes"), &VoxelChunk::clear_spawned_meshes); ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build); ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh); ClassDB::bind_method(D_METHOD("free"), &VoxelChunk::free); ClassDB::bind_method(D_METHOD("clear"), &VoxelChunk::clear); ClassDB::bind_method(D_METHOD("create_mesher"), &VoxelChunk::create_mesher); ClassDB::bind_method(D_METHOD("draw_debug_voxels", "max"), &VoxelChunk::draw_debug_voxels, DEFVAL(Color(1, 1, 1))); ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &VoxelChunk::draw_debug_voxel_lights); 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); }