mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-22 10:57:30 +01:00
1409 lines
42 KiB
C++
1409 lines
42 KiB
C++
#include "voxel_chunk.h"
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#include "voxel_world.h"
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_FORCE_INLINE_ bool VoxelChunk::get_is_generating() const {
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return _is_generating;
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}
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_FORCE_INLINE_ void VoxelChunk::set_is_generating(bool value) {
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_is_generating = value;
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}
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_FORCE_INLINE_ bool VoxelChunk::get_is_build_threaded() const {
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return _is_build_threaded;
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}
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_FORCE_INLINE_ void VoxelChunk::set_is_build_threaded(bool value) {
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_is_build_threaded = value;
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}
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_FORCE_INLINE_ bool VoxelChunk::get_dirty() const {
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return _dirty;
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}
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_FORCE_INLINE_ void VoxelChunk::set_dirty(bool value) {
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_dirty = value;
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}
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_FORCE_INLINE_ int VoxelChunk::get_state() const {
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return _state;
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}
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_FORCE_INLINE_ void VoxelChunk::set_state(int value) {
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_state = value;
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}
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_FORCE_INLINE_ int VoxelChunk::get_position_x() {
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return _position_x;
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}
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void VoxelChunk::set_position_x(int value) {
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_position_x = value;
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}
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_FORCE_INLINE_ int VoxelChunk::get_position_y() {
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return _position_y;
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}
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void VoxelChunk::set_position_y(int value) {
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_position_y = value;
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}
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_FORCE_INLINE_ int VoxelChunk::get_position_z() {
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return _position_z;
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}
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void VoxelChunk::set_position_z(int value) {
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_position_z = value;
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}
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_FORCE_INLINE_ Vector3 VoxelChunk::get_position() const {
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return Vector3(_position_x, _position_y, _position_z);
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}
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_FORCE_INLINE_ int VoxelChunk::get_size_x() {
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return _size_x;
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}
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_FORCE_INLINE_ int VoxelChunk::get_size_y() {
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return _size_y;
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}
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_FORCE_INLINE_ int VoxelChunk::get_size_z() {
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return _size_z;
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}
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_FORCE_INLINE_ Vector3 VoxelChunk::get_size() const {
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return Vector3(_size_x, _size_y, _size_z);
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}
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_FORCE_INLINE_ int VoxelChunk::get_data_size_x() {
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return _data_size_x;
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}
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_FORCE_INLINE_ int VoxelChunk::get_data_size_y() {
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return _data_size_y;
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}
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_FORCE_INLINE_ int VoxelChunk::get_data_size_z() {
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return _data_size_z;
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}
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void VoxelChunk::set_position(int x, int y, int z) {
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_position_x = x;
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_position_y = y;
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_position_z = z;
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}
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_FORCE_INLINE_ int VoxelChunk::get_margin_start() const {
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return _margin_start;
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}
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_FORCE_INLINE_ int VoxelChunk::get_margin_end() const {
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return _margin_end;
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}
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Ref<VoxelmanLibrary> VoxelChunk::get_library() {
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return _library;
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}
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void VoxelChunk::set_library(Ref<VoxelmanLibrary> value) {
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_library = value;
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}
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int VoxelChunk::get_lod_size() const {
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return _lod_size;
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}
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void VoxelChunk::set_lod_size(const int lod_size) {
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_lod_size = lod_size;
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if (_mesher.is_valid()) {
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_mesher->set_lod_size(_lod_size);
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}
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}
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float VoxelChunk::get_voxel_scale() const {
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return _voxel_scale;
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}
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void VoxelChunk::set_voxel_scale(float value) {
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_voxel_scale = value;
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if (_mesher.is_valid()) {
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_mesher->set_voxel_scale(_voxel_scale);
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}
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}
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int VoxelChunk::get_current_build_phase() {
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return _current_build_phase;
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}
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void VoxelChunk::set_current_build_phase(int value) {
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_current_build_phase = value;
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}
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Ref<VoxelMesher> VoxelChunk::get_mesher() const {
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return _mesher;
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}
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void VoxelChunk::set_mesher(Ref<VoxelMesher> mesher) {
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_mesher = mesher;
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}
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VoxelWorld *VoxelChunk::get_voxel_world() const {
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return _voxel_world;
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}
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void VoxelChunk::set_voxel_world(VoxelWorld *world) {
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_voxel_world = world;
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}
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void VoxelChunk::set_voxel_world_bind(Node *world) {
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if (world == NULL) {
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_voxel_world = NULL;
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return;
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}
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_voxel_world = Object::cast_to<VoxelWorld>(world);
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}
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bool VoxelChunk::get_create_collider() const {
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return _create_collider;
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}
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void VoxelChunk::set_create_collider(bool value) {
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_create_collider = value;
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}
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bool VoxelChunk::get_bake_lights() const {
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return _bake_lights;
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}
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void VoxelChunk::set_bake_lights(bool value) {
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_bake_lights = value;
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}
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RID VoxelChunk::get_mesh_rid() {
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return _mesh_rid;
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}
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RID VoxelChunk::get_mesh_instance_rid() {
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return _mesh_instance_rid;
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}
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RID VoxelChunk::get_shape_rid() {
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return _shape_rid;
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}
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RID VoxelChunk::get_body_rid() {
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return _body_rid;
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}
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RID VoxelChunk::get_prop_mesh_rid() {
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return _prop_mesh_rid;
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}
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RID VoxelChunk::get_prop_mesh_instance_rid() {
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return _prop_mesh_instance_rid;
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}
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RID VoxelChunk::get_prop_shape_rid() {
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return _prop_shape_rid;
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}
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RID VoxelChunk::get_prop_body_rid() {
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return _prop_body_rid;
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}
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RID VoxelChunk::get_liquid_mesh_rid() {
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return _liquid_mesh_rid;
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}
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RID VoxelChunk::get_liquid_mesh_instance_rid() {
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return _liquid_mesh_instance_rid;
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}
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RID VoxelChunk::get_clutter_mesh_rid() {
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return _clutter_mesh_rid;
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}
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RID VoxelChunk::get_clutter_mesh_instance_rid() {
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return _clutter_mesh_instance_rid;
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}
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//Voxel Data
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void VoxelChunk::setup_channels() {
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call("_setup_channels");
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}
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void VoxelChunk::_setup_channels() {
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set_channel_count(MAX_DEFAULT_CHANNELS);
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}
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void VoxelChunk::set_size(int size_x, int size_y, int size_z, int margin_start, int margin_end) {
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if (_size_x == size_x && _size_y == size_y && _size_z == size_z && _margin_start == margin_start && _margin_end == margin_end) {
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return;
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}
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for (int i = 0; i < _channels.size(); ++i) {
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uint8_t * ch = _channels[i];
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if (ch != NULL) {
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memdelete_arr(ch);
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}
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}
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setup_channels();
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_size_x = size_x;
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_size_y = size_y;
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_size_z = size_z;
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_data_size_x = size_x + margin_start + margin_end;
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_data_size_y = size_y + margin_start + margin_end;
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_data_size_z = size_z + margin_start + margin_end;
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_margin_start = margin_start;
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_margin_end = margin_end;
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}
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bool VoxelChunk::validate_channel_data_position(uint32_t x, uint32_t y, uint32_t z) const {
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return x < _data_size_x && y < _data_size_y && z < _data_size_z;
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}
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uint8_t VoxelChunk::get_voxel(int x, int y, int z, int channel_index) const {
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ERR_FAIL_INDEX_V(channel_index, _channels.size(), 0);
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ERR_FAIL_COND_V(!validate_channel_data_position(x, y, z), 0);
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uint8_t * ch = _channels.get(channel_index);
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if (!ch)
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return 0;
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return ch[get_data_index(x, y, z)];
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}
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void VoxelChunk::set_voxel(uint8_t value, int x, int y, int z, int channel_index) {
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ERR_FAIL_INDEX(channel_index, _channels.size());
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ERR_FAIL_COND(!validate_channel_data_position(x, y, z));
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uint8_t *ch = get_valid_channel(channel_index);
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ch[get_data_index(x, y, z)] = value;
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}
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void VoxelChunk::set_channel_count(int count) {
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if (count == _channels.size())
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return;
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if (_channels.size() >= count) {
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for (int i = count; i < _channels.size(); ++i) {
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uint8_t * ch = _channels[i];
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if (ch != NULL) {
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memdelete_arr(ch);
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}
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}
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_channels.resize(count);
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return;
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}
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int s = _channels.size();
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_channels.resize(count);
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for (int i = s; i < count; ++i) {
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_channels.set(i, NULL);
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}
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}
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void VoxelChunk::allocate_channel(int channel_index, uint8_t default_value) {
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ERR_FAIL_INDEX(channel_index, _channels.size());
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if (_channels[channel_index] != NULL)
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return;
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uint32_t size = _data_size_x * _data_size_y * _data_size_z;
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uint8_t *ch = memnew_arr(uint8_t, size);
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memset(ch, default_value, size);
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_channels.set(channel_index, ch);
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}
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void VoxelChunk::fill_channel(uint8_t value, int channel_index) {
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ERR_FAIL_INDEX(channel_index, _channels.size());
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uint8_t *ch = _channels.get(channel_index);
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if (ch == NULL) {
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allocate_channel(channel_index, value);
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return;
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}
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uint32_t size = get_data_size();
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for (int i = 0; i < size; ++i) {
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ch[i] = value;
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}
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}
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void VoxelChunk::dealloc_channel(int channel_index) {
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ERR_FAIL_INDEX(channel_index, _channels.size());
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uint8_t *ch = _channels.get(channel_index);
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if (ch != NULL) {
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memdelete_arr(ch);
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_channels.set(channel_index, NULL);
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}
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}
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uint8_t *VoxelChunk::get_channel(int channel_index) {
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ERR_FAIL_INDEX_V(channel_index, _channels.size(), NULL);
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return _channels.get(channel_index);
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}
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uint8_t *VoxelChunk::get_valid_channel(int channel_index, uint8_t default_value) {
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ERR_FAIL_INDEX_V(channel_index, _channels.size(), 0);
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uint8_t *ch = _channels.get(channel_index);
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if (ch == NULL) {
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allocate_channel(channel_index, default_value);
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return _channels.get(channel_index);
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}
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return ch;
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}
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_FORCE_INLINE_ uint32_t VoxelChunk::get_data_index(uint32_t x, uint32_t y, uint32_t z) const {
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return y + _data_size_y * (x + _data_size_x * z);
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}
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_FORCE_INLINE_ uint32_t VoxelChunk::get_data_size() const {
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return _data_size_x * _data_size_y * _data_size_z;
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}
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//Data Management functions
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void VoxelChunk::generate_ao() {
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unsigned int size_x = _data_size_x;
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unsigned int size_y = _data_size_y;
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unsigned int size_z = _data_size_z;
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ERR_FAIL_COND(size_x == 0 || size_y == 0 || size_z == 0);
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for (unsigned int y = 1; y < size_y - 1; ++y) {
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for (unsigned int z = 1; z < size_z - 1; ++z) {
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for (unsigned int x = 1; x < size_x - 1; ++x) {
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int current = get_voxel(x, y, z, DEFAULT_CHANNEL_ISOLEVEL);
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int sum = get_voxel(x + 1, y, z, DEFAULT_CHANNEL_ISOLEVEL);
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sum += get_voxel(x - 1, y, z, DEFAULT_CHANNEL_ISOLEVEL);
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sum += get_voxel(x, y + 1, z, DEFAULT_CHANNEL_ISOLEVEL);
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sum += get_voxel(x, y - 1, z, DEFAULT_CHANNEL_ISOLEVEL);
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sum += get_voxel(x, y, z + 1, DEFAULT_CHANNEL_ISOLEVEL);
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sum += get_voxel(x, y, z - 1, DEFAULT_CHANNEL_ISOLEVEL);
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sum /= 6;
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sum -= current;
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if (sum < 0)
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sum = 0;
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set_voxel(sum, x, y, z, DEFAULT_CHANNEL_AO);
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}
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}
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}
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}
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void VoxelChunk::add_light(int local_x, int local_y, int local_z, int size, Color color) {
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ERR_FAIL_COND(size < 0);
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//float sizef = static_cast<float>(size);
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//float rf = (color.r / sizef);
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//float gf = (color.g / sizef);
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//float bf = (color.b / sizef);
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for (int y = local_y - size; y <= local_y + size; ++y) {
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if (y < 0 || y >= _data_size_y)
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continue;
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for (int z = local_z - size; z <= local_z + size; ++z) {
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if (z < 0 || z >= _data_size_z)
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continue;
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for (int x = local_x - size; x <= local_x + size; ++x) {
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if (x < 0 || x >= _data_size_x)
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continue;
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int lx = x - local_x;
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int ly = y - local_y;
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int lz = z - local_z;
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float str = size - (((float)lx * lx + ly * ly + lz * lz));
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str /= size;
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if (str < 0)
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continue;
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int r = color.r * str * 255.0;
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int g = color.g * str * 255.0;
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int b = color.b * str * 255.0;
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r += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_R);
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g += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_G);
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b += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (r > 255)
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r = 255;
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if (g > 255)
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g = 255;
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if (b > 255)
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b = 255;
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set_voxel(r, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_R);
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set_voxel(g, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_G);
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set_voxel(b, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_B);
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}
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}
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}
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}
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void VoxelChunk::clear_baked_lights() {
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fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_R);
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fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_G);
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fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_B);
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}
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void VoxelChunk::create_mesher() {
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call("_create_mesher");
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ERR_FAIL_COND(!_mesher.is_valid());
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_mesher->set_lod_size(get_lod_size());
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_mesher->set_voxel_scale(get_voxel_scale());
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}
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void VoxelChunk::_create_mesher() {
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_mesher = Ref<VoxelMesher>(memnew(VoxelMesherCubic()));
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}
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void VoxelChunk::finalize_mesh() {
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_mesher->set_library(_library);
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if (_mesh_rid == RID()) {
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allocate_main_mesh();
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}
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get_mesher()->build_mesh(_mesh_rid);
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}
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void VoxelChunk::build() {
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if (_current_build_phase == BUILD_PHASE_DONE) {
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_is_generating = true;
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next_phase();
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}
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}
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void VoxelChunk::_build_phase_threaded(void *_userdata) {
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VoxelChunk *vc = (VoxelChunk *)_userdata;
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vc->build_phase();
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}
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void VoxelChunk::build_phase() {
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call("_build_phase", _current_build_phase);
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}
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void VoxelChunk::_build_phase(int phase) {
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ERR_FAIL_COND(!_library.is_valid());
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switch (phase) {
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case BUILD_PHASE_DONE:
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return;
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case BUILD_PHASE_SETUP: {
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if (!_mesher.is_valid()) {
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create_mesher();
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}
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_mesher->set_library(_library);
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_mesher->reset();
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next_phase();
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return;
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}
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case BUILD_PHASE_TERRARIN_MESH_SETUP: {
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if (has_method("_create_mesh")) {
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call("_create_mesh");
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} else {
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_mesher->add_chunk(this);
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}
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//finalize_mesh();
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next_phase();
|
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|
|
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->build_mesh(_prop_mesh_rid);
|
|
}
|
|
|
|
void VoxelChunk::build_prop_meshes() {
|
|
if (_prop_mesh_rid == RID()) {
|
|
allocate_prop_mesh();
|
|
}
|
|
|
|
_mesher->bake_colors(this);
|
|
|
|
_mesher->build_mesh(_prop_mesh_rid);
|
|
}
|
|
|
|
void VoxelChunk::allocate_main_mesh() {
|
|
ERR_FAIL_COND(_voxel_world == NULL);
|
|
|
|
ERR_FAIL_COND(!get_library().is_valid());
|
|
ERR_FAIL_COND(!get_library()->get_material().is_valid());
|
|
|
|
_mesh_instance_rid = VS::get_singleton()->instance_create();
|
|
|
|
if (get_library()->get_material().is_valid()) {
|
|
VS::get_singleton()->instance_geometry_set_material_override(_mesh_instance_rid, get_library()->get_material()->get_rid());
|
|
}
|
|
|
|
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());
|
|
ERR_FAIL_COND(!get_library()->get_prop_material().is_valid());
|
|
|
|
_prop_mesh_instance_rid = VS::get_singleton()->instance_create();
|
|
|
|
if (get_library()->get_prop_material().is_valid()) {
|
|
VS::get_singleton()->instance_geometry_set_material_override(_prop_mesh_instance_rid, get_library()->get_prop_material()->get_rid());
|
|
}
|
|
|
|
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());
|
|
ERR_FAIL_COND(!get_library()->get_liquid_material().is_valid());
|
|
|
|
_liquid_mesh_instance_rid = VS::get_singleton()->instance_create();
|
|
|
|
if (get_library()->get_liquid_material().is_valid()) {
|
|
VS::get_singleton()->instance_geometry_set_material_override(_liquid_mesh_instance_rid, get_library()->get_liquid_material()->get_rid());
|
|
}
|
|
|
|
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());
|
|
ERR_FAIL_COND(!get_library()->get_clutter_material().is_valid());
|
|
|
|
_clutter_mesh_instance_rid = VS::get_singleton()->instance_create();
|
|
|
|
if (get_library()->get_clutter_material().is_valid()) {
|
|
VS::get_singleton()->instance_geometry_set_material_override(_clutter_mesh_instance_rid, get_library()->get_clutter_material()->get_rid());
|
|
}
|
|
|
|
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);
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ClassDB::bind_method(D_METHOD("allocate_liquid_mesh"), &VoxelChunk::allocate_liquid_mesh);
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ClassDB::bind_method(D_METHOD("free_liquid_mesh"), &VoxelChunk::free_liquid_mesh);
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ClassDB::bind_method(D_METHOD("allocate_clutter_mesh"), &VoxelChunk::allocate_clutter_mesh);
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ClassDB::bind_method(D_METHOD("free_clutter_mesh"), &VoxelChunk::free_clutter_mesh);
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ClassDB::bind_method(D_METHOD("create_mesher"), &VoxelChunk::create_mesher);
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ClassDB::bind_method(D_METHOD("create_debug_immediate_geometry"), &VoxelChunk::create_debug_immediate_geometry);
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ClassDB::bind_method(D_METHOD("free_debug_immediate_geometry"), &VoxelChunk::free_debug_immediate_geometry);
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ClassDB::bind_method(D_METHOD("free_chunk"), &VoxelChunk::free_chunk);
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BIND_VMETHOD(MethodInfo("_draw_debug_voxel_lights", PropertyInfo(Variant::OBJECT, "debug_drawer", PROPERTY_HINT_RESOURCE_TYPE, "ImmediateGeometry")));
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ClassDB::bind_method(D_METHOD("draw_cross_voxels", "pos"), &VoxelChunk::draw_cross_voxels);
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ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "pos", "fill"), &VoxelChunk::draw_cross_voxels_fill);
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ClassDB::bind_method(D_METHOD("draw_debug_voxels", "pos", "color"), &VoxelChunk::draw_debug_voxels, DEFVAL(Color(1, 1, 1)));
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ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &VoxelChunk::draw_debug_voxel_lights);
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BIND_CONSTANT(BUILD_PHASE_DONE);
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BIND_CONSTANT(BUILD_PHASE_SETUP);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_SETUP);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_COLLIDER);
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BIND_CONSTANT(BUILD_PHASE_LIGHTS);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH);
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BIND_CONSTANT(BUILD_PHASE_PROP_MESH);
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|
BIND_CONSTANT(BUILD_PHASE_PROP_COLLIDER);
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|
BIND_CONSTANT(BUILD_PHASE_FINALIZE);
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BIND_CONSTANT(BUILD_PHASE_MAX);
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|
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BIND_CONSTANT(VOXEL_CHUNK_STATE_OK);
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|
BIND_CONSTANT(VOXEL_CHUNK_STATE_GENERATION_QUEUED);
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|
BIND_CONSTANT(VOXEL_CHUNK_STATE_GENERATION);
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|
BIND_CONSTANT(VOXEL_CHUNK_STATE_MESH_GENERATION_QUEUED);
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|
BIND_CONSTANT(VOXEL_CHUNK_STATE_MESH_GENERATION);
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|
BIND_CONSTANT(VOXEL_CHUNK_STATE_MAX);
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|
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BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_TYPE);
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|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_ISOLEVEL);
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|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_R);
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|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_G);
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|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_B);
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|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_AO);
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|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_RANDOM_AO);
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|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_TYPES);
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|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_FILL);
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_FLOW);
|
|
BIND_ENUM_CONSTANT(MAX_DEFAULT_CHANNELS);
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|
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}
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