/* 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. */ #ifndef VOXEL_CHUNK_DEFAULT_H #define VOXEL_CHUNK_DEFAULT_H #include "voxel_chunk.h" #include "scene/3d/spatial.h" #include "core/engine.h" #include "core/os/mutex.h" #include "core/os/thread.h" #include "core/os/thread_safe.h" #include "core/ustring.h" #include "core/array.h" #include "core/pool_vector.h" #include "scene/3d/collision_shape.h" #include "scene/3d/mesh_instance.h" #include "scene/3d/physics_body.h" #include "scene/3d/spatial.h" #include "scene/resources/concave_polygon_shape.h" #include "scene/resources/packed_scene.h" #include "voxel_world.h" #include "../data/voxel_light.h" #include "../meshers/cubic_mesher/voxel_mesher_cubic.h" #include "../meshers/voxel_mesher.h" #include "../library/voxel_surface.h" #include "../library/voxelman_library.h" #include "../../mesh_data_resource/mesh_data_resource.h" #include "../props/prop_data.h" #include "../props/prop_data_entry.h" #include "../props/prop_data_light.h" #include "../props/prop_data_mesh.h" #include "../props/prop_data_scene.h" #include "voxel_chunk_prop_data.h" class VoxelWorld; class VoxelChunkDefault : public VoxelChunk { GDCLASS(VoxelChunkDefault, VoxelChunk); _THREAD_SAFE_CLASS_ public: static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE; enum { VOXEL_CHUNK_STATE_GENERATION_QUEUED = 1, VOXEL_CHUNK_STATE_GENERATION, VOXEL_CHUNK_STATE_MESH_GENERATION_QUEUED, VOXEL_CHUNK_STATE_MESH_GENERATION, VOXEL_CHUNK_STATE_MAX, }; enum { BUILD_PHASE_DONE = 0, BUILD_PHASE_SETUP, BUILD_PHASE_TERRARIN_MESH_SETUP, BUILD_PHASE_TERRARIN_MESH_COLLIDER, BUILD_PHASE_LIGHTS, BUILD_PHASE_TERRARIN_MESH, BUILD_PHASE_PROP_MESH, BUILD_PHASE_PROP_COLLIDER, //BUILD_PHASE_LIQUID, //BUILD_PHASE_CLUTTER, BUILD_PHASE_FINALIZE, BUILD_PHASE_MAX }; enum DefaultChannels { DEFAULT_CHANNEL_TYPE = 0, DEFAULT_CHANNEL_ISOLEVEL, DEFAULT_CHANNEL_LIGHT_COLOR_R, DEFAULT_CHANNEL_LIGHT_COLOR_G, DEFAULT_CHANNEL_LIGHT_COLOR_B, DEFAULT_CHANNEL_AO, DEFAULT_CHANNEL_RANDOM_AO, DEFAULT_CHANNEL_LIQUID_TYPES, DEFAULT_CHANNEL_LIQUID_FILL, DEFAULT_CHANNEL_LIQUID_FLOW, MAX_DEFAULT_CHANNELS }; enum ActiveBuildPhaseType { BUILD_PHASE_TYPE_NORMAL = 0, BUILD_PHASE_TYPE_PROCESS, BUILD_PHASE_TYPE_PHYSICS_PROCESS, }; enum { MESH_INDEX_TERRARIN = 0, MESH_INDEX_PROP, MESH_INDEX_LIQUID, MESH_INDEX_CLUTTER, }; enum { MESH_TYPE_INDEX_MESH = 0, MESH_TYPE_INDEX_MESH_INSTANCE, MESH_TYPE_INDEX_SHAPE, MESH_TYPE_INDEX_BODY }; public: bool get_is_build_threaded() const; void set_is_build_threaded(bool value); ActiveBuildPhaseType get_active_build_phase_type() const; void set_active_build_phase_type(const ActiveBuildPhaseType value); bool get_build_phase_done() const; void set_build_phase_done(bool value); int get_lod_size() const; void set_lod_size(int lod_size); int get_current_build_phase(); void set_current_build_phase(int value); int get_max_build_phase(); void set_max_build_phase(int value); bool get_create_collider() const; void set_create_collider(bool value); bool get_bake_lights() const; void set_bake_lights(bool value); //Lod bool get_generate_lod() const; void set_generate_lod(const bool value); int get_lod_num() const; void set_lod_num(const int value); int get_current_lod_level() const; void set_current_lod_level(const int value); //Data Management functions void generate_ao(); //Meshing void build_deferred(); void build_prioritized(); static void _build_step_threaded(void *_userdata); void build_step(); void build_phase(); void build_phase_process(); void build_phase_physics_process(); bool has_next_phase(); void next_phase(); void clear(); //Meshes Dictionary get_mesh_rids(); void set_mesh_rids(const Dictionary &rids); void clear_rids(); RID get_mesh_rid(const int mesh_index, const int mesh_type_index); void set_mesh_rid(const int mesh_index, const int mesh_type_index, RID value); RID get_mesh_rid_index(const int mesh_index, const int mesh_type_index, const int index); void set_mesh_rid_index(const int mesh_index, const int mesh_type_index, const int index, RID value); int get_mesh_rid_count(const int mesh_index, const int mesh_type_index); void clear_mesh_rids(const int mesh_index, const int mesh_type_index); Array get_meshes(const int mesh_index, const int mesh_type_index); void set_meshes(const int mesh_index, const int mesh_type_index, const Array &meshes); bool has_meshes(const int mesh_index, const int mesh_type_index); void free_rids(); void free_index(const int mesh_index); void create_meshes(const int mesh_index, const int mesh_count); void free_meshes(const int mesh_index); void create_colliders(const int mesh_index, const int layer_mask = 1); void free_colliders(const int mesh_index); //Transform void update_transforms(); //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(); void visibility_changed(bool visible); //free void free_chunk(); void emit_build_finished(); VoxelChunkDefault(); ~VoxelChunkDefault(); protected: virtual void _setup_channels(); virtual void _build_phase(int phase); virtual void _build_phase_process(int phase); virtual void _build_phase_physics_process(int phase); virtual void _add_light(int local_x, int local_y, int local_z, int size, Color color); virtual void _clear_baked_lights(); virtual void _create_meshers(); virtual void _build(bool immediate); virtual void _visibility_changed(bool visible); void wait_and_finish_thread(); void _notification(int p_what); static void _bind_methods(); bool _is_build_threaded; bool _abort_build; int _current_build_phase; int _max_build_phases; bool _enabled; int _lod_size; //lod bool _generate_lod; int _lod_num; int _current_lod_level; //Meshes Dictionary _rids; //debug ImmediateGeometry *_debug_drawer; bool _build_mesh; bool _create_collider; bool _bake_lights; bool _build_prioritized; Mutex *_build_phase_done_mutex; bool _build_phase_done; Thread *_build_thread; bool _build_step_in_progress; Array temp_array; PoolVector temp_arr_collider; ActiveBuildPhaseType _active_build_phase_type; }; VARIANT_ENUM_CAST(VoxelChunkDefault::DefaultChannels); VARIANT_ENUM_CAST(VoxelChunkDefault::ActiveBuildPhaseType); #endif