#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_data.h" class VoxelChunk : public Reference { GDCLASS(VoxelChunk, Reference); public: 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); 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; void create_mesher(); void _create_mesher(); void finalize_mesh(); void build(); void clear(); void create_colliders(); void build_collider(); void remove_colliders(); 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); Array get_lights(); void bake_lights(); void bake_light(Ref light); void clear_baked_lights(); void add_prop_mesh(const Ref mesh, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0)); void add_prop_spawned(const Ref scene, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0)); void add_prop(const Ref prop, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0)); void clear_props(); void process_prop_lights(); void process_props(); void process_prop(Ref prop, const Transform transform = Transform()); void process_prop_light(Ref prop, const Transform transform = Transform()); void spawn_prop(const Ref scene, const Transform transform = Transform()); void build_prop_meshes(); void build_prop_collider(); void free_spawn_props(); void allocate_main_mesh(); void free_main_mesh(); void allocate_prop_mesh(); void free_prop_mesh(); void allocate_prop_colliders(); void free_prop_colliders(); void create_debug_immediate_geometry(); void free_debug_immediate_geometry(); void free(); 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(); VoxelChunk(); ~VoxelChunk(); protected: struct VCPropData { Vector3 position; Vector3 rotation; Vector3 scale; Ref mesh; Ref prop; Ref scene; }; protected: static void _bind_methods(); 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