/* Copyright (c) 2019-2020 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef VOXEL_WORLD_H #define VOXEL_WORLD_H #include "core/engine.h" #include "core/hash_map.h" #include "scene/3d/navigation.h" #include "../areas/world_area.h" #include "../level_generator/voxelman_level_generator.h" #include "../library/voxelman_library.h" #include "core/os/os.h" class VoxelChunk; class VoxelWorld : public Navigation { GDCLASS(VoxelWorld, Navigation); public: int get_chunk_size_x() const; void set_chunk_size_x(const int value); int get_chunk_size_y() const; void set_chunk_size_y(const int value); int get_chunk_size_z() const; void set_chunk_size_z(const int value); int get_current_seed() const; void set_current_seed(const int value); bool get_use_threads(); void set_use_threads(bool value); uint32_t get_max_concurrent_generations(); void set_max_concurrent_generations(uint32_t value); Ref get_library() const; void set_library(const Ref library); Ref get_level_generator() const; void set_level_generator(const Ref level_generator); float get_voxel_scale() const; void set_voxel_scale(const float value); int get_chunk_spawn_range() const; void set_chunk_spawn_range(const int value); NodePath get_player_path(); void set_player_path(NodePath player_path); Spatial *get_player() const; void set_player(Spatial *player); void set_player_bind(Node *player); Ref get_world_area(const int index) const; void add_world_area(Ref area); void remove_world_area(const int index); void clear_world_areas(); int get_world_area_count() const; void add_chunk(VoxelChunk *chunk, const int x, const int y, const int z); void add_chunk_bind(Node *chunk, const int x, const int y, const int z); VoxelChunk *get_chunk(const int x, const int y, const int z) const; VoxelChunk *remove_chunk(const int x, const int y, const int z); VoxelChunk *get_chunk_index(const int index); int get_chunk_count() const; void add_to_generation_queue_bind(Node *chunk); void add_to_generation_queue(VoxelChunk *chunk); VoxelChunk *get_generation_queue_index(int index); void remove_generation_queue_index(int index); int get_generation_queue_size(); void add_to_generation_bind(Node *chunk); void add_to_generation(VoxelChunk *chunk); VoxelChunk *get_generation_index(int index); void remove_generation_index(int index); int get_generation_size(); void clear(); VoxelChunk *create_chunk(int x, int y, int z); VoxelChunk *_create_chunk(int x, int y, int z, Node *p_chunk); void generate_chunk_bind(Node *p_chunk); void generate_chunk(VoxelChunk *p_chunk); void _generate_chunk(Node *p_chunk); VoxelWorld(); ~VoxelWorld(); protected: virtual void _notification(int p_what); static void _bind_methods(); public: struct IntPos { int x; int y; int z; IntPos() { x = 0; y = 0; z = 0; } IntPos(int p_x, int p_y, int p_z) { x = p_x; y = p_y; z = p_z; } }; struct IntPosHasher { static _FORCE_INLINE_ uint32_t hash(const IntPos &v) { uint32_t hash = hash_djb2_one_32(v.x); hash = hash_djb2_one_32(v.y, hash); return hash_djb2_one_32(v.z, hash); } }; private: int _chunk_size_x; int _chunk_size_y; int _chunk_size_z; int _current_seed; Ref _library; Ref _level_generator; float _voxel_scale; int _chunk_spawn_range; HashMap _chunks; Vector _chunks_vector; Vector > _world_areas; NodePath _player_path; Spatial *_player; bool _use_threads; uint32_t _max_concurrent_generations; Vector _generation_queue; Vector _generating; }; _FORCE_INLINE_ bool operator==(const VoxelWorld::IntPos &a, const VoxelWorld::IntPos &b) { return a.x == b.x && a.y == b.y && a.z == b.z; } #endif