mirror of
https://github.com/Relintai/voxelman.git
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300 lines
7.7 KiB
C++
300 lines
7.7 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef VOXEL_CHUNK_DEFAULT_H
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#define VOXEL_CHUNK_DEFAULT_H
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#include "../voxel_chunk.h"
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#include "../../defines.h"
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#include immediate_geometry_h
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#include "core/engine.h"
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#include "core/os/mutex.h"
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#include "core/os/thread.h"
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#include "core/os/thread_safe.h"
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#include "core/ustring.h"
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#include "core/array.h"
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#include "scene/resources/packed_scene.h"
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#include "../voxel_world.h"
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#include "../../data/voxel_light.h"
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#include "../../meshers/voxel_mesher.h"
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#include "../../library/voxel_surface.h"
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#include "../../library/voxelman_library.h"
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#include "../voxel_chunk_prop_data.h"
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class VoxelWorld;
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class VoxelChunkDefault : public VoxelChunk {
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GDCLASS(VoxelChunkDefault, VoxelChunk);
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_THREAD_SAFE_CLASS_
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public:
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static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
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static const String BINDING_STRING_BUILD_FLAGS;
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enum {
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VOXEL_CHUNK_STATE_GENERATION_QUEUED = 1,
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VOXEL_CHUNK_STATE_GENERATION,
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VOXEL_CHUNK_STATE_MESH_GENERATION_QUEUED,
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VOXEL_CHUNK_STATE_MESH_GENERATION,
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VOXEL_CHUNK_STATE_MAX,
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};
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enum {
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BUILD_PHASE_DONE = 0,
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BUILD_PHASE_SETUP,
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BUILD_PHASE_TERRARIN_MESH_SETUP,
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BUILD_PHASE_TERRARIN_MESH_COLLIDER,
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BUILD_PHASE_LIGHTS,
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BUILD_PHASE_TERRARIN_MESH,
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BUILD_PHASE_PROP_MESH,
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BUILD_PHASE_PROP_COLLIDER,
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BUILD_PHASE_FINALIZE,
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BUILD_PHASE_MAX
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};
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enum DefaultChannels {
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DEFAULT_CHANNEL_TYPE = 0,
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DEFAULT_CHANNEL_ISOLEVEL,
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DEFAULT_CHANNEL_LIGHT_COLOR_R,
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DEFAULT_CHANNEL_LIGHT_COLOR_G,
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DEFAULT_CHANNEL_LIGHT_COLOR_B,
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DEFAULT_CHANNEL_AO,
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DEFAULT_CHANNEL_RANDOM_AO,
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DEFAULT_CHANNEL_LIQUID_FLOW,
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MAX_DEFAULT_CHANNELS
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};
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enum ActiveBuildPhaseType {
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BUILD_PHASE_TYPE_NORMAL = 0,
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BUILD_PHASE_TYPE_PROCESS,
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BUILD_PHASE_TYPE_PHYSICS_PROCESS,
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};
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enum {
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MESH_INDEX_TERRARIN = 0,
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MESH_INDEX_PROP,
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MESH_INDEX_LIQUID,
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MESH_INDEX_CLUTTER,
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};
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enum {
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MESH_TYPE_INDEX_MESH = 0,
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MESH_TYPE_INDEX_MESH_INSTANCE,
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MESH_TYPE_INDEX_SHAPE,
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MESH_TYPE_INDEX_BODY,
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MESH_TYPE_INDEX_AREA,
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};
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enum BuildFlags {
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BUILD_FLAG_USE_ISOLEVEL = 1 << 0,
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BUILD_FLAG_USE_LIGHTING = 1 << 1,
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BUILD_FLAG_USE_AO = 1 << 2,
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BUILD_FLAG_USE_RAO = 1 << 3,
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BUILD_FLAG_GENERATE_AO = 1 << 4,
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BUILD_FLAG_AUTO_GENERATE_RAO = 1 << 5,
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BUILD_FLAG_BAKE_LIGHTS = 1 << 6,
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BUILD_FLAG_CREATE_COLLIDER = 1 << 7,
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BUILD_FLAG_CREATE_LODS = 1 << 8,
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};
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public:
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int get_build_flags() const;
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void set_build_flags(const int flags);
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ActiveBuildPhaseType get_active_build_phase_type() const;
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void set_active_build_phase_type(const ActiveBuildPhaseType value);
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bool get_build_phase_done() const;
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void set_build_phase_done(const bool value);
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int get_lod_size() const;
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void set_lod_size(const int lod_size);
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int get_current_build_phase() const;
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void set_current_build_phase(const int value);
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int get_max_build_phase() const;
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void set_max_build_phase(const int value);
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bool get_lights_dirty() const;
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void set_lights_dirty(const bool value);
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//Lod
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int get_lod_num() const;
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void set_lod_num(const int value);
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int get_current_lod_level() const;
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void set_current_lod_level(const int value);
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//Data Management functions
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void generate_ao();
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//Meshing
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static void _build_step_threaded(void *_userdata);
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void build_step();
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void build_phase();
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void build_phase_process();
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void build_phase_physics_process();
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bool has_next_phase();
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void next_phase();
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//Meshes
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Dictionary get_mesh_rids();
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void set_mesh_rids(const Dictionary &rids);
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void clear_rids();
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RID get_mesh_rid(const int mesh_index, const int mesh_type_index);
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void set_mesh_rid(const int mesh_index, const int mesh_type_index, RID value);
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RID get_mesh_rid_index(const int mesh_index, const int mesh_type_index, const int index);
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void set_mesh_rid_index(const int mesh_index, const int mesh_type_index, const int index, RID value);
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int get_mesh_rid_count(const int mesh_index, const int mesh_type_index);
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void clear_mesh_rids(const int mesh_index, const int mesh_type_index);
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Array get_meshes(const int mesh_index, const int mesh_type_index);
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void set_meshes(const int mesh_index, const int mesh_type_index, const Array &meshes);
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bool has_meshes(const int mesh_index, const int mesh_type_index);
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void free_rids();
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void free_index(const int mesh_index);
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void create_meshes(const int mesh_index, const int mesh_count);
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void free_meshes(const int mesh_index);
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void create_colliders(const int mesh_index, const int layer_mask = 1);
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void create_colliders_area(const int mesh_index, const int layer_mask = 1);
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void free_colliders(const int mesh_index);
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//Transform
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void update_transforms();
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//Lights
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Ref<VoxelLight> get_light(const int index);
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int get_light_count() const;
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//Debug
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void create_debug_immediate_geometry();
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void free_debug_immediate_geometry();
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void draw_cross_voxels(Vector3 pos);
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void draw_cross_voxels_fill(Vector3 pos, float fill);
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void draw_debug_voxels(int max, Color color = Color(1, 1, 1));
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void draw_debug_voxel_lights();
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//Visibility
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void visibility_changed(bool visible);
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//free
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void free_chunk();
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//etc
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void emit_build_finished();
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void generate_random_ao(const int seed, const int octaves = 4, const int period = 30, const float persistence = 0.3, const float scale_factor = 0.6);
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VoxelChunkDefault();
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~VoxelChunkDefault();
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protected:
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virtual void _setup_channels();
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virtual void _build_phase(int phase);
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virtual void _build_phase_process(int phase);
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virtual void _build_phase_physics_process(int phase);
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virtual void _create_meshers();
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virtual void _build(bool immediate);
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virtual void _visibility_changed(bool visible);
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virtual void _exit_tree();
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virtual void _process(float delta);
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virtual void _physics_process(float delta);
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virtual void _world_transform_changed();
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//Props
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virtual void _add_prop(Ref<VoxelChunkPropData> prop);
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//lights
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virtual void _bake_lights();
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virtual void _bake_light(Ref<VoxelLight> light);
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virtual void _clear_baked_lights();
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virtual void _world_light_added(const Ref<VoxelLight> &light);
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virtual void _world_light_removed(const Ref<VoxelLight> &light);
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void wait_and_finish_thread();
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static void _bind_methods();
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int _build_flags;
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bool _abort_build;
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bool _queued_generation;
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int _current_build_phase;
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int _max_build_phases;
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bool _enabled;
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bool _lights_dirty;
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int _lod_size;
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//lod
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int _lod_num;
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int _current_lod_level;
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//Meshes
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Dictionary _rids;
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//debug
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ImmediateGeometry *_debug_drawer;
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bool _build_prioritized;
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bool _build_phase_done;
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Thread *_build_thread;
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bool _build_step_in_progress;
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Array temp_array;
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PoolVector<Vector3> temp_arr_collider;
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PoolVector<Vector3> temp_arr_collider_liquid;
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ActiveBuildPhaseType _active_build_phase_type;
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Vector<Ref<VoxelLight> > _lights;
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};
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VARIANT_ENUM_CAST(VoxelChunkDefault::DefaultChannels);
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VARIANT_ENUM_CAST(VoxelChunkDefault::ActiveBuildPhaseType);
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VARIANT_ENUM_CAST(VoxelChunkDefault::BuildFlags);
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#endif
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