/* 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.h" #include "voxel_world.h" _FORCE_INLINE_ bool VoxelChunk::get_is_generating() const { return _is_generating; } _FORCE_INLINE_ void VoxelChunk::set_is_generating(bool value) { _is_generating = value; } _FORCE_INLINE_ bool VoxelChunk::get_is_build_threaded() const { return _is_build_threaded; } _FORCE_INLINE_ void VoxelChunk::set_is_build_threaded(bool value) { _is_build_threaded = value; } bool VoxelChunk::get_build_phase_done() const { _build_phase_done_mutex->lock(); bool v = _build_phase_done_mutex; _build_phase_done_mutex->unlock(); return v; } void VoxelChunk::set_build_phase_done(bool value) { _build_phase_done_mutex->lock(); _build_phase_done = value; _build_phase_done_mutex->unlock(); } _FORCE_INLINE_ bool VoxelChunk::get_dirty() const { return _dirty; } _FORCE_INLINE_ void VoxelChunk::set_dirty(bool value) { _dirty = value; } _FORCE_INLINE_ int VoxelChunk::get_state() const { return _state; } _FORCE_INLINE_ void VoxelChunk::set_state(int value) { _state = value; } _FORCE_INLINE_ int VoxelChunk::get_position_x() { return _position_x; } void VoxelChunk::set_position_x(int value) { _position_x = value; } _FORCE_INLINE_ int VoxelChunk::get_position_y() { return _position_y; } void VoxelChunk::set_position_y(int value) { _position_y = value; } _FORCE_INLINE_ int VoxelChunk::get_position_z() { return _position_z; } void VoxelChunk::set_position_z(int value) { _position_z = value; } _FORCE_INLINE_ Vector3 VoxelChunk::get_position() const { return Vector3(_position_x, _position_y, _position_z); } _FORCE_INLINE_ int VoxelChunk::get_size_x() { return _size_x; } _FORCE_INLINE_ int VoxelChunk::get_size_y() { return _size_y; } _FORCE_INLINE_ int VoxelChunk::get_size_z() { return _size_z; } _FORCE_INLINE_ Vector3 VoxelChunk::get_size() const { return Vector3(_size_x, _size_y, _size_z); } _FORCE_INLINE_ int VoxelChunk::get_data_size_x() { return _data_size_x; } _FORCE_INLINE_ int VoxelChunk::get_data_size_y() { return _data_size_y; } _FORCE_INLINE_ int VoxelChunk::get_data_size_z() { return _data_size_z; } void VoxelChunk::set_position(int x, int y, int z) { _position_x = x; _position_y = y; _position_z = z; } _FORCE_INLINE_ int VoxelChunk::get_margin_start() const { return _margin_start; } _FORCE_INLINE_ int VoxelChunk::get_margin_end() const { return _margin_end; } 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; for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!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; for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!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; } int VoxelChunk::get_max_build_phase() { return _max_build_phases; } void VoxelChunk::set_max_build_phase(int value) { _max_build_phases = value; } Ref VoxelChunk::get_mesher(int index) const { ERR_FAIL_INDEX_V(index, _meshers.size(), Ref()); return _meshers.get(index); } void VoxelChunk::set_mesher(int index, Ref mesher) { ERR_FAIL_INDEX(index, _meshers.size()); _meshers.set(index, mesher); } void VoxelChunk::remove_mesher(int index) { ERR_FAIL_INDEX(index, _meshers.size()); _meshers.remove(index); } void VoxelChunk::add_mesher(Ref mesher) { _meshers.push_back(mesher); } int VoxelChunk::get_mesher_count() { return _meshers.size(); } 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; } 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; } RID VoxelChunk::get_liquid_mesh_rid() { return _liquid_mesh_rid; } RID VoxelChunk::get_liquid_mesh_instance_rid() { return _liquid_mesh_instance_rid; } RID VoxelChunk::get_clutter_mesh_rid() { return _clutter_mesh_rid; } RID VoxelChunk::get_clutter_mesh_instance_rid() { return _clutter_mesh_instance_rid; } //Voxel Data void VoxelChunk::setup_channels() { call("_setup_channels"); } void VoxelChunk::_setup_channels() { set_channel_count(MAX_DEFAULT_CHANNELS); } void VoxelChunk::set_size(uint32_t size_x, uint32_t size_y, uint32_t size_z, uint32_t margin_start, uint32_t margin_end) { if (_size_x == size_x && _size_y == size_y && _size_z == size_z && _margin_start == margin_start && _margin_end == margin_end) { return; } for (int i = 0; i < _channels.size(); ++i) { uint8_t *ch = _channels[i]; if (ch != NULL) { memdelete_arr(ch); } } setup_channels(); _size_x = size_x; _size_y = size_y; _size_z = size_z; _data_size_x = size_x + margin_start + margin_end; _data_size_y = size_y + margin_start + margin_end; _data_size_z = size_z + margin_start + margin_end; _margin_start = margin_start; _margin_end = margin_end; } bool VoxelChunk::validate_channel_data_position(uint32_t x, uint32_t y, uint32_t z) const { return x < _data_size_x && y < _data_size_y && z < _data_size_z; } uint8_t VoxelChunk::get_voxel(int p_x, int p_y, int p_z, int p_channel_index) const { int x = p_x + _margin_start; int y = p_y + _margin_start; int z = p_z + _margin_start; ERR_FAIL_INDEX_V(p_channel_index, _channels.size(), 0); ERR_FAIL_COND_V_MSG(!validate_channel_data_position(x, y, z), 0, "Error, index out of range! " + String::num(x) + " " + String::num(y) + " " + String::num(z)); uint8_t *ch = _channels.get(p_channel_index); if (!ch) return 0; return ch[get_data_index(x, y, z)]; } void VoxelChunk::set_voxel(uint8_t p_value, int p_x, int p_y, int p_z, int p_channel_index) { int x = p_x + _margin_start; int y = p_y + _margin_start; int z = p_z + _margin_start; ERR_FAIL_INDEX(p_channel_index, _channels.size()); ERR_FAIL_COND_MSG(!validate_channel_data_position(x, y, z), "Error, index out of range! " + String::num(x) + " " + String::num(y) + " " + String::num(z)); uint8_t *ch = get_valid_channel(p_channel_index); ch[get_data_index(x, y, z)] = p_value; } void VoxelChunk::set_channel_count(int count) { if (count == _channels.size()) return; if (_channels.size() >= count) { for (int i = count; i < _channels.size(); ++i) { uint8_t *ch = _channels[i]; if (ch != NULL) { memdelete_arr(ch); } } _channels.resize(count); return; } int s = _channels.size(); _channels.resize(count); for (int i = s; i < count; ++i) { _channels.set(i, NULL); } } void VoxelChunk::allocate_channel(int channel_index, uint8_t default_value) { ERR_FAIL_INDEX(channel_index, _channels.size()); if (_channels[channel_index] != NULL) return; uint32_t size = _data_size_x * _data_size_y * _data_size_z; uint8_t *ch = memnew_arr(uint8_t, size); memset(ch, default_value, size); _channels.set(channel_index, ch); } void VoxelChunk::fill_channel(uint8_t value, int channel_index) { ERR_FAIL_INDEX(channel_index, _channels.size()); uint8_t *ch = _channels.get(channel_index); if (ch == NULL) { allocate_channel(channel_index, value); return; } uint32_t size = get_data_size(); for (uint32_t i = 0; i < size; ++i) { ch[i] = value; } } void VoxelChunk::dealloc_channel(int channel_index) { ERR_FAIL_INDEX(channel_index, _channels.size()); uint8_t *ch = _channels.get(channel_index); if (ch != NULL) { memdelete_arr(ch); _channels.set(channel_index, NULL); } } uint8_t *VoxelChunk::get_channel(int channel_index) { ERR_FAIL_INDEX_V(channel_index, _channels.size(), NULL); return _channels.get(channel_index); } uint8_t *VoxelChunk::get_valid_channel(int channel_index, uint8_t default_value) { ERR_FAIL_INDEX_V(channel_index, _channels.size(), 0); uint8_t *ch = _channels.get(channel_index); if (ch == NULL) { allocate_channel(channel_index, default_value); return _channels.get(channel_index); } return ch; } _FORCE_INLINE_ uint32_t VoxelChunk::get_data_index(uint32_t x, uint32_t y, uint32_t z) const { return y + _data_size_y * (x + _data_size_x * z); } _FORCE_INLINE_ uint32_t VoxelChunk::get_data_size() const { return _data_size_x * _data_size_y * _data_size_z; } //Data Management functions void VoxelChunk::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 VoxelChunk::add_light(int local_x, int local_y, int local_z, int size, Color color) { 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 VoxelChunk::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 VoxelChunk::create_meshers() { call("_create_meshers"); 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()); } } void VoxelChunk::_create_meshers() { add_mesher(Ref(memnew(VoxelMesherCubic()))); } void VoxelChunk::finalize_mesh() { for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_library(_library); } if (_mesh_rid == RID()) { allocate_main_mesh(); } 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()); continue; } mesher->set_material(get_library()->get_material()); mesher->add_mesher(m); } ERR_FAIL_COND(!mesher.is_valid()); ERR_FAIL_COND(_mesh_rid == RID()); VS::get_singleton()->mesh_clear(_mesh_rid); if (mesher->get_vertex_count() == 0) return; Array arr = mesher->build_mesh(); VS::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr); if (_library->get_material().is_valid()) VS::get_singleton()->mesh_surface_set_material(_mesh_rid, 0, _library->get_material()->get_rid()); } void VoxelChunk::build_deferred() { if (_current_build_phase == BUILD_PHASE_DONE) { _build_prioritized = false; set_process_internal(true); wait_and_finish_thread(); _is_generating = true; next_phase(); } } void VoxelChunk::build_prioritized() { if (_current_build_phase == BUILD_PHASE_DONE) { _build_prioritized = true; set_process_internal(true); wait_and_finish_thread(); _is_generating = true; next_phase(); _build_step(); } } void VoxelChunk::_build_step() { ERR_FAIL_COND(!has_next_phase()); while (has_next_phase() && build_phase()) ; //call the next non-threaded phase aswell if (has_next_phase()) build_phase(); } void VoxelChunk::_build_threaded(void *_userdata) { VoxelChunk *vc = (VoxelChunk *)_userdata; while (vc->has_next_phase() && vc->build_phase()) ; } bool VoxelChunk::build_phase() { _THREAD_SAFE_METHOD_ set_build_phase_done(false); return call("_build_phase", _current_build_phase); } bool VoxelChunk::_build_phase(int phase) { ERR_FAIL_COND_V(!_library.is_valid(), true); switch (phase) { case BUILD_PHASE_DONE: return true; 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(); } next_phase(); return true; } 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); } next_phase(); return true; } case BUILD_PHASE_TERRARIN_MESH_COLLIDER: { if (get_create_collider()) { build_collider(); } next_phase(); return true; } case BUILD_PHASE_TERRARIN_MESH: { for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->bake_colors(this); } finalize_mesh(); next_phase(); return true; } case BUILD_PHASE_PROP_MESH: { for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->reset(); } if (_props.size() > 0) { process_props(); build_prop_meshes(); } next_phase(); return false; } case BUILD_PHASE_PROP_COLLIDER: { if (_props.size() > 0) { if (get_create_collider()) { build_prop_collider(); } } for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->reset(); } next_phase(); return true; } /* case BUILD_PHASE_LIQUID: { next_phase(); return; } case BUILD_PHASE_CLUTTER: { next_phase(); return; } */ case BUILD_PHASE_FINALIZE: { if (_mesh_instance_rid != RID()) VS::get_singleton()->instance_set_visible(_mesh_instance_rid, is_visible()); if (_prop_mesh_instance_rid != RID()) VS::get_singleton()->instance_set_visible(_prop_mesh_instance_rid, is_visible()); if (_liquid_mesh_instance_rid != RID()) VS::get_singleton()->instance_set_visible(_liquid_mesh_instance_rid, is_visible()); if (_clutter_mesh_instance_rid != RID()) VS::get_singleton()->instance_set_visible(_clutter_mesh_instance_rid, is_visible()); next_phase(); return true; } } return true; //next_phase(); } bool VoxelChunk::has_next_phase() { if (_current_build_phase == BUILD_PHASE_DONE) return false; return true; } void VoxelChunk::next_phase() { set_build_phase_done(true); if (_abort_build) { _current_build_phase = BUILD_PHASE_DONE; _is_generating = false; set_process_internal(false); return; } ++_current_build_phase; if (_current_build_phase >= _max_build_phases) { _current_build_phase = BUILD_PHASE_DONE; _is_generating = false; set_process_internal(false); emit_signal("mesh_generation_finished", this); } } 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(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _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(); } for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); 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(); light->set_world_position(_position_x * _size_x + x, _position_y * _size_y + y, _position_z * _size_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()); int wpx = light->get_world_position_x() - (_position_x * _size_x); int wpy = light->get_world_position_y() - (_position_y * _size_y); int wpz = light->get_world_position_z() - (_position_z * _size_z); //int wpx = (int)(wp.x / _size.x) - _position.x; //int wpy = (int)(wp.y / _size.y) - _position.y; //int wpz = (int)(wp.z / _size.z) - _position.z; add_light(wpx, wpy, wpz, light->get_size(), light->get_color()); } void VoxelChunk::add_prop_light(Ref light) { bake_light(light); } 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::process_props() { ERR_FAIL_COND(!has_method("_process_props")); if (_prop_mesh_rid == RID()) { allocate_prop_mesh(); } call("_process_props"); for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->bake_colors(this); mesher->set_material(get_library()->get_material()); ERR_FAIL_COND(_prop_mesh_rid == RID()); VS::get_singleton()->mesh_clear(_prop_mesh_rid); if (mesher->get_vertex_count() == 0) return; Array arr = mesher->build_mesh(); VS::get_singleton()->mesh_add_surface_from_arrays(_prop_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr); if (_library->get_material().is_valid()) VS::get_singleton()->mesh_surface_set_material(_prop_mesh_rid, 0, _library->get_material()->get_rid()); } } void VoxelChunk::build_prop_meshes() { if (_prop_mesh_rid == RID()) { allocate_prop_mesh(); } for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->bake_colors(this); mesher->set_material(get_library()->get_material()); ERR_FAIL_COND(_prop_mesh_rid == RID()); VS::get_singleton()->mesh_clear(_prop_mesh_rid); if (mesher->get_vertex_count() == 0) return; Array arr = mesher->build_mesh(); VS::get_singleton()->mesh_add_surface_from_arrays(_prop_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr); if (_library->get_material().is_valid()) VS::get_singleton()->mesh_surface_set_material(_prop_mesh_rid, 0, _library->get_material()->get_rid()); } } void VoxelChunk::allocate_main_mesh() { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(!get_library().is_valid()); _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()); _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(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _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::allocate_prop_mesh() { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(!get_library().is_valid()); _prop_mesh_instance_rid = VS::get_singleton()->instance_create(); 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(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _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::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(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _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(); } for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); 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(); } } //Liquid mesh void VoxelChunk::allocate_liquid_mesh() { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(!get_library().is_valid()); _liquid_mesh_instance_rid = VS::get_singleton()->instance_create(); if (get_voxel_world()->get_world().is_valid()) VS::get_singleton()->instance_set_scenario(_liquid_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario()); _liquid_mesh_rid = VS::get_singleton()->mesh_create(); VS::get_singleton()->instance_set_base(_liquid_mesh_instance_rid, _liquid_mesh_rid); VS::get_singleton()->instance_set_transform(_liquid_mesh_instance_rid, Transform(Basis(), Vector3(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _size_z * _voxel_scale))); } void VoxelChunk::free_liquid_mesh() { if (_liquid_mesh_instance_rid != RID()) { VS::get_singleton()->free(_liquid_mesh_instance_rid); VS::get_singleton()->free(_liquid_mesh_rid); _liquid_mesh_instance_rid = RID(); _liquid_mesh_rid = RID(); } } //Clutter mesh void VoxelChunk::allocate_clutter_mesh() { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(!get_library().is_valid()); _clutter_mesh_instance_rid = VS::get_singleton()->instance_create(); if (get_voxel_world()->get_world().is_valid()) VS::get_singleton()->instance_set_scenario(_clutter_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario()); _clutter_mesh_rid = VS::get_singleton()->mesh_create(); VS::get_singleton()->instance_set_base(_clutter_mesh_instance_rid, _clutter_mesh_rid); VS::get_singleton()->instance_set_transform(_clutter_mesh_instance_rid, Transform(Basis(), Vector3(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _size_z * _voxel_scale))); } void VoxelChunk::free_clutter_mesh() { if (_clutter_mesh_instance_rid != RID()) { VS::get_singleton()->free(_clutter_mesh_instance_rid); VS::get_singleton()->free(_clutter_mesh_rid); _clutter_mesh_instance_rid = RID(); _clutter_mesh_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::create_debug_immediate_geometry() { ERR_FAIL_COND(_voxel_world == NULL); ERR_FAIL_COND(_debug_drawer != NULL); _debug_drawer = memnew(ImmediateGeometry()); add_child(_debug_drawer); if (Engine::get_singleton()->is_editor_hint()) _debug_drawer->set_owner(get_tree()->get_edited_scene_root()); //_debug_drawer->set_transform(Transform(Basis(), Vector3(_position.x * _size.x * _voxel_scale, _position.y * _size.y * _voxel_scale, _position.z * _size.z * _voxel_scale))); //_debug_drawer->set_transform(Transform(Basis(), Vector3(_position.x * _size.x * _voxel_scale, _position.y * _size.y * _voxel_scale, _position.z * _size.z * _voxel_scale))); } void VoxelChunk::free_debug_immediate_geometry() { if (ObjectDB::instance_validate(_debug_drawer)) { _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; 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, VoxelChunk::DEFAULT_CHANNEL_TYPE); if (type == 0) { continue; } draw_cross_voxels_fill(Vector3(x, y, z), get_voxel(x, y, z, VoxelChunk::DEFAULT_CHANNEL_ISOLEVEL) / 255.0 * get_voxel_scale() * 2.0); ++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]; 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); } if (has_method("_draw_debug_voxel_lights")) call("_draw_debug_voxel_lights", _debug_drawer); _debug_drawer->end(); } void VoxelChunk::free_chunk() { free_main_mesh(); remove_colliders(); free_prop_mesh(); free_prop_colliders(); free_spawn_props(); free_liquid_mesh(); free_clutter_mesh(); } VoxelChunk::VoxelChunk() { _is_generating = false; _is_build_threaded = false; _abort_build = false; _dirty = false; _state = VOXEL_CHUNK_STATE_OK; _build_mesh = true; _create_collider = true; _bake_lights = true; _current_build_phase = BUILD_PHASE_DONE; _max_build_phases = BUILD_PHASE_MAX; _voxel_scale = 1; _lod_size = 1; _debug_drawer = NULL; _voxel_world = NULL; _margin_start = 0; _margin_end = 0; _build_prioritized = false; _build_phase_done_mutex = Mutex::create(); _build_phase_done = false; _build_thread = NULL; } VoxelChunk::~VoxelChunk() { free_main_mesh(); remove_colliders(); free_prop_mesh(); free_prop_colliders(); free_liquid_mesh(); free_clutter_mesh(); //do not call free here, the app will crash on exit, if you try to free nodes too. _voxel_lights.clear(); _meshers.clear(); if (_library.is_valid()) { _library.unref(); } _props.clear(); for (int i = 0; i < _channels.size(); ++i) { uint8_t *ch = _channels[i]; if (ch != NULL) { memdelete_arr(ch); } } memdelete(_build_phase_done_mutex); } void VoxelChunk::_notification(int p_what) { switch (p_what) { case NOTIFICATION_EXIT_TREE: { if (_build_thread) { _abort_build = true; wait_and_finish_thread(); } } case NOTIFICATION_INTERNAL_PROCESS: { if (has_next_phase() && get_build_phase_done()) { wait_and_finish_thread(); _build_step(); } } } } void VoxelChunk::wait_and_finish_thread() { if (_build_thread) { Thread::wait_to_finish(_build_thread); memdelete(_build_thread); _build_thread = NULL; } } void VoxelChunk::_bind_methods() { ADD_SIGNAL(MethodInfo("mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"))); BIND_VMETHOD(MethodInfo("_prop_added", PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunkPropData"))); BIND_VMETHOD(MethodInfo("_create_meshers")); ClassDB::bind_method(D_METHOD("_create_meshers"), &VoxelChunk::_create_meshers); ClassDB::bind_method(D_METHOD("get_is_generating"), &VoxelChunk::get_is_generating); ClassDB::bind_method(D_METHOD("set_is_generating", "value"), &VoxelChunk::set_is_generating); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_generating"), "set_is_generating", "get_is_generating"); ClassDB::bind_method(D_METHOD("get_is_build_threaded"), &VoxelChunk::get_is_build_threaded); ClassDB::bind_method(D_METHOD("set_is_build_threaded", "value"), &VoxelChunk::set_is_build_threaded); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_build_threaded"), "set_is_build_threaded", "get_is_build_threaded"); ClassDB::bind_method(D_METHOD("get_dirty"), &VoxelChunk::get_dirty); ClassDB::bind_method(D_METHOD("set_dirty", "value"), &VoxelChunk::set_dirty); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dirty"), "set_dirty", "get_dirty"); ClassDB::bind_method(D_METHOD("get_state"), &VoxelChunk::get_state); ClassDB::bind_method(D_METHOD("set_state", "value"), &VoxelChunk::set_state); ADD_PROPERTY(PropertyInfo(Variant::INT, "state"), "set_state", "get_state"); ClassDB::bind_method(D_METHOD("get_position_x"), &VoxelChunk::get_position_x); ClassDB::bind_method(D_METHOD("set_position_x", "value"), &VoxelChunk::set_position_x); ADD_PROPERTY(PropertyInfo(Variant::INT, "position_x"), "set_position_x", "get_position_x"); ClassDB::bind_method(D_METHOD("get_position_y"), &VoxelChunk::get_position_y); ClassDB::bind_method(D_METHOD("set_position_y", "value"), &VoxelChunk::set_position_y); ADD_PROPERTY(PropertyInfo(Variant::INT, "position_y"), "set_position_y", "get_position_y"); ClassDB::bind_method(D_METHOD("get_position_z"), &VoxelChunk::get_position_z); ClassDB::bind_method(D_METHOD("set_position_z", "value"), &VoxelChunk::set_position_z); ADD_PROPERTY(PropertyInfo(Variant::INT, "position_z"), "set_position_z", "get_position_z"); ClassDB::bind_method(D_METHOD("get_size_x"), &VoxelChunk::get_size_x); ADD_PROPERTY(PropertyInfo(Variant::INT, "size_x"), "", "get_size_x"); ClassDB::bind_method(D_METHOD("get_size_y"), &VoxelChunk::get_size_y); ADD_PROPERTY(PropertyInfo(Variant::INT, "size_y"), "", "get_size_y"); ClassDB::bind_method(D_METHOD("get_size_z"), &VoxelChunk::get_size_z); ADD_PROPERTY(PropertyInfo(Variant::INT, "size_z"), "", "get_size_z"); ClassDB::bind_method(D_METHOD("get_data_size_x"), &VoxelChunk::get_data_size_x); ADD_PROPERTY(PropertyInfo(Variant::INT, "data_size_x"), "", "get_data_size_x"); ClassDB::bind_method(D_METHOD("get_data_size_y"), &VoxelChunk::get_data_size_y); ADD_PROPERTY(PropertyInfo(Variant::INT, "data_size_y"), "", "get_data_size_y"); ClassDB::bind_method(D_METHOD("get_data_size_z"), &VoxelChunk::get_data_size_z); ADD_PROPERTY(PropertyInfo(Variant::INT, "data_size_z"), "", "get_data_size_z"); ClassDB::bind_method(D_METHOD("get_position"), &VoxelChunk::get_position); ClassDB::bind_method(D_METHOD("get_size"), &VoxelChunk::get_size); ClassDB::bind_method(D_METHOD("set_position", "x", "y", "z"), &VoxelChunk::set_position); ClassDB::bind_method(D_METHOD("get_margin_start"), &VoxelChunk::get_margin_start); ClassDB::bind_method(D_METHOD("get_margin_end"), &VoxelChunk::get_margin_end); 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_max_build_phase"), &VoxelChunk::get_max_build_phase); ClassDB::bind_method(D_METHOD("set_max_build_phase", "value"), &VoxelChunk::set_max_build_phase); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_build_phase"), "set_max_build_phase", "get_max_build_phase"); 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", "index"), &VoxelChunk::get_mesher); ClassDB::bind_method(D_METHOD("set_mesher", "index", "mesher"), &VoxelChunk::set_mesher); ClassDB::bind_method(D_METHOD("remove_mesher", "index"), &VoxelChunk::remove_mesher); ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &VoxelChunk::add_mesher); ClassDB::bind_method(D_METHOD("get_mesher_count"), &VoxelChunk::get_mesher_count); 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("get_liquid_mesh_rid"), &VoxelChunk::get_liquid_mesh_rid); ClassDB::bind_method(D_METHOD("get_liquid_mesh_instance_rid"), &VoxelChunk::get_liquid_mesh_instance_rid); ClassDB::bind_method(D_METHOD("get_clutter_mesh_rid"), &VoxelChunk::get_clutter_mesh_rid); ClassDB::bind_method(D_METHOD("get_clutter_mesh_instance_rid"), &VoxelChunk::get_clutter_mesh_instance_rid); //Voxel Data BIND_VMETHOD(MethodInfo("_setup_channels")); ClassDB::bind_method(D_METHOD("setup_channels"), &VoxelChunk::setup_channels); ClassDB::bind_method(D_METHOD("_setup_channels"), &VoxelChunk::_setup_channels); ClassDB::bind_method(D_METHOD("set_size", "size_x", "size_y", "size_z", "margin_start", "margin_end"), &VoxelChunk::set_size, DEFVAL(0), DEFVAL(0)); ClassDB::bind_method(D_METHOD("validate_channel_data_position", "x", "y", "z"), &VoxelChunk::validate_channel_data_position); ClassDB::bind_method(D_METHOD("get_voxel", "x", "y", "z", "channel_index"), &VoxelChunk::get_voxel); ClassDB::bind_method(D_METHOD("set_voxel", "value", "x", "y", "z", "channel_index"), &VoxelChunk::set_voxel); ClassDB::bind_method(D_METHOD("set_channel_count", "count"), &VoxelChunk::set_channel_count); ClassDB::bind_method(D_METHOD("allocate_channel", "channel_index", "default_value"), &VoxelChunk::allocate_channel); ClassDB::bind_method(D_METHOD("fill_channel", "value", "channel_index"), &VoxelChunk::fill_channel); ClassDB::bind_method(D_METHOD("dealloc_channel", "channel_index"), &VoxelChunk::dealloc_channel); ClassDB::bind_method(D_METHOD("get_data_index", "x", "y", "z"), &VoxelChunk::get_data_index); ClassDB::bind_method(D_METHOD("get_data_size"), &VoxelChunk::get_data_size); //Data Management functions ClassDB::bind_method(D_METHOD("generate_ao"), &VoxelChunk::generate_ao); ClassDB::bind_method(D_METHOD("add_light", "local_x", "local_y", "local_z", "size", "color"), &VoxelChunk::add_light); ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights); //Meshes ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh); BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "is_done"), "_build_phase", PropertyInfo(Variant::INT, "phase"))); ClassDB::bind_method(D_METHOD("build_deferred"), &VoxelChunk::build_deferred); ClassDB::bind_method(D_METHOD("build_prioritized"), &VoxelChunk::build_prioritized); ClassDB::bind_method(D_METHOD("build_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("has_next_phase"), &VoxelChunk::has_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("add_prop_light", "light"), &VoxelChunk::add_prop_light); 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("allocate_liquid_mesh"), &VoxelChunk::allocate_liquid_mesh); ClassDB::bind_method(D_METHOD("free_liquid_mesh"), &VoxelChunk::free_liquid_mesh); ClassDB::bind_method(D_METHOD("allocate_clutter_mesh"), &VoxelChunk::allocate_clutter_mesh); ClassDB::bind_method(D_METHOD("free_clutter_mesh"), &VoxelChunk::free_clutter_mesh); ClassDB::bind_method(D_METHOD("create_meshers"), &VoxelChunk::create_meshers); 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); BIND_VMETHOD(MethodInfo("_draw_debug_voxel_lights", PropertyInfo(Variant::OBJECT, "debug_drawer", PROPERTY_HINT_RESOURCE_TYPE, "ImmediateGeometry"))); ClassDB::bind_method(D_METHOD("draw_cross_voxels", "max"), &VoxelChunk::draw_cross_voxels); ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "max", "fill"), &VoxelChunk::draw_cross_voxels_fill); ClassDB::bind_method(D_METHOD("draw_debug_voxels", "max", "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_TERRARIN_MESH_SETUP); BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_COLLIDER); BIND_CONSTANT(BUILD_PHASE_LIGHTS); BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH); BIND_CONSTANT(BUILD_PHASE_PROP_MESH); BIND_CONSTANT(BUILD_PHASE_PROP_COLLIDER); BIND_CONSTANT(BUILD_PHASE_FINALIZE); BIND_CONSTANT(BUILD_PHASE_MAX); BIND_CONSTANT(VOXEL_CHUNK_STATE_OK); 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_TYPES); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_FILL); BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_FLOW); BIND_ENUM_CONSTANT(MAX_DEFAULT_CHANNELS); }