#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;
}

_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<VoxelmanLibrary> VoxelChunk::get_library() {
	return _library;
}
void VoxelChunk::set_library(Ref<VoxelmanLibrary> 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);
	}
}

int VoxelChunk::get_current_build_phase() {
	return _current_build_phase;
}
void VoxelChunk::set_current_build_phase(int value) {
	_current_build_phase = value;
}

Ref<VoxelMesher> VoxelChunk::get_mesher() const {
	return _mesher;
}
void VoxelChunk::set_mesher(Ref<VoxelMesher> 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<VoxelWorld>(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(int size_x, int size_y, int size_z, int margin_start, int 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 x, int y, int z, int channel_index) const {
	ERR_FAIL_INDEX_V(channel_index, _channels.size(), 0);
	ERR_FAIL_COND_V(!validate_channel_data_position(x, y, z), 0);

	uint8_t * ch = _channels.get(channel_index);

	if (!ch)
		return 0;

	return ch[get_data_index(x, y, z)];
}
void VoxelChunk::set_voxel(uint8_t value, int x, int y, int z, int channel_index) {
	ERR_FAIL_INDEX(channel_index, _channels.size());
	ERR_FAIL_COND(!validate_channel_data_position(x, y, z));

	uint8_t *ch = get_valid_channel(channel_index);

	ch[get_data_index(x, y, z)] = 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 (int 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() {
	unsigned int size_x = _data_size_x;
	unsigned int size_y = _data_size_y;
	unsigned int size_z = _data_size_z;

	ERR_FAIL_COND(size_x == 0 || size_y == 0 || size_z == 0);

	for (unsigned int y = 1; y < size_y - 1; ++y) {
		for (unsigned int z = 1; z < size_z - 1; ++z) {
			for (unsigned int x = 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<float>(size);
	//float rf = (color.r / sizef);
	//float gf = (color.g / sizef);
	//float bf = (color.b / sizef);

	for (int y = local_y - size; y <= local_y + size; ++y) {
		if (y < 0 || y >= _data_size_y)
			continue;

		for (int z = local_z - size; z <= local_z + size; ++z) {
			if (z < 0 || z >= _data_size_z)
				continue;

			for (int x = local_x - size; x <= local_x + size; ++x) {
				if (x < 0 || x >= _data_size_x)
					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_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<VoxelMesher>(memnew(VoxelMesherCubic()));
}

void VoxelChunk::finalize_mesh() {
	_mesher->set_library(_library);

	if (_mesh_rid == RID()) {
		allocate_main_mesh();
	}

	_mesher->set_material(get_library()->get_material());
	get_mesher()->build_mesh(_mesh_rid);
}

void VoxelChunk::build() {
	if (_current_build_phase == BUILD_PHASE_DONE) {
		_is_generating = true;

		next_phase();
	}
}

void VoxelChunk::_build_phase_threaded(void *_userdata) {
	VoxelChunk *vc = (VoxelChunk *)_userdata;
	vc->build_phase();
}

void VoxelChunk::build_phase() {
	call("_build_phase", _current_build_phase);
}

void VoxelChunk::_build_phase(int phase) {
	ERR_FAIL_COND(!_library.is_valid());

	switch (phase) {
		case BUILD_PHASE_DONE:
			return;
		case BUILD_PHASE_SETUP: {
			if (!_mesher.is_valid()) {
				create_mesher();
			}

			_mesher->set_library(_library);

			_mesher->reset();

			next_phase();

			return;
		}
		case BUILD_PHASE_TERRARIN_MESH_SETUP: {
			if (has_method("_create_mesh")) {
				call("_create_mesh");
			} else {
				_mesher->add_chunk(this);
			}

			//finalize_mesh();

			next_phase();

			return;
		}
		case BUILD_PHASE_TERRARIN_MESH_COLLIDER: {
			if (get_create_collider()) {
				build_collider();
			}

			next_phase();

			return;
		}
		case BUILD_PHASE_TERRARIN_MESH: {
			_mesher->bake_colors(this);

			finalize_mesh();

			next_phase();

			return;
		}
		case BUILD_PHASE_PROP_MESH: {

			_mesher->reset();

			if (_props.size() > 0) {
				process_props();
				build_prop_meshes();
			}

			next_phase();

			return;
		}
		case BUILD_PHASE_PROP_COLLIDER: {

			if (_props.size() > 0) {
				if (get_create_collider()) {
					build_prop_collider();
				}
			}

			_mesher->reset();

			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;
		}
	}
	
	next_phase();
}

void VoxelChunk::next_phase() {
	if (_abort_build) {
		_current_build_phase = BUILD_PHASE_DONE;
		_is_generating = false;
		return;
	}

	if (_build_thread) {
		Thread::wait_to_finish(_build_thread);
		memdelete(_build_thread);
		_build_thread = NULL;
	}

	++_current_build_phase;

	if (_current_build_phase >= BUILD_PHASE_MAX) {
		_current_build_phase = BUILD_PHASE_DONE;

		_is_generating = false;

		emit_signal("mesh_generation_finished", this);

		return;
	}

	if (_is_build_threaded) {
		ERR_FAIL_COND(_build_thread != NULL);

		_build_thread = Thread::create(_build_phase_threaded, this);
	} else {
		build_phase();
	}
}

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();
	}

	_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<VoxelLight> light = Ref<VoxelLight>(lights.get(i));

		if (light.is_valid()) {
			add_voxel_light(light);
		}
	}
}
void VoxelChunk::add_voxel_light(Ref<VoxelLight> 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<VoxelLight> 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<VoxelLight> 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<VoxelLight> l = _voxel_lights.get(i);

		bool append = true;
		for (int j = 0; j < target.size(); ++j) {
			Ref<VoxelLight> 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<VoxelLight> 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<VoxelLight> light) {
	bake_light(light);
}

void VoxelChunk::add_prop(Ref<VoxelChunkPropData> prop) {
	_props.push_back(prop);

	if (has_method("_prop_added"))
		call("_prop_added", prop);
}
Ref<VoxelChunkPropData> 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");

	_mesher->bake_colors(this);
	_mesher->set_material(get_library()->get_material());
	_mesher->build_mesh(_prop_mesh_rid);
}

void VoxelChunk::build_prop_meshes() {
	if (_prop_mesh_rid == RID()) {
		allocate_prop_mesh();
	}

	_mesher->bake_colors(this);
	_mesher->set_material(get_library()->get_material());
	_mesher->build_mesh(_prop_mesh_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();
	}

	_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;

	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 = 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);

				++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<VoxelLight> 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;

	_voxel_scale = 1;
	_lod_size = 1;

	_debug_drawer = NULL;
	_voxel_world = NULL;

	_margin_start = 0;
	_margin_end = 0;

	_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();

	if (_mesher.is_valid()) {
		_mesher.unref();
	}

	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);
		}
	}
}

void VoxelChunk::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_EXIT_TREE: {
			if (_build_thread) {
				_abort_build = true;

				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("_create_mesh"));
	BIND_VMETHOD(MethodInfo("_create_mesher"));

	BIND_VMETHOD(MethodInfo("_prop_added", PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunkPropData")));

	ClassDB::bind_method(D_METHOD("_create_mesher"), &VoxelChunk::_create_mesher);

	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");

	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("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("_build_phase", PropertyInfo(Variant::INT, "phase")));

	ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
	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("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_mesher"), &VoxelChunk::create_mesher);

	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", "pos"), &VoxelChunk::draw_cross_voxels);
	ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "pos", "fill"), &VoxelChunk::draw_cross_voxels_fill);
	ClassDB::bind_method(D_METHOD("draw_debug_voxels", "pos", "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);

}