voxelman/world/voxel_chunk.cpp

854 lines
26 KiB
C++

#include "voxel_chunk.h"
int VoxelChunk::get_chunk_position_x() {
return _chunk_position.x;
}
void VoxelChunk::set_chunk_position_x(int value) {
_chunk_position.x = value;
}
int VoxelChunk::get_chunk_position_y() {
return _chunk_position.y;
}
void VoxelChunk::set_chunk_position_y(int value) {
_chunk_position.y = value;
}
int VoxelChunk::get_chunk_position_z() {
return _chunk_position.z;
}
void VoxelChunk::set_chunk_position_z(int value) {
_chunk_position.z = value;
}
Vector3i VoxelChunk::get_chunk_position() const {
return _chunk_position;
}
void VoxelChunk::set_chunk_position(int x, int y, int z) {
_chunk_position.x = x;
_chunk_position.y = y;
_chunk_position.z = z;
}
int VoxelChunk::get_chunk_size_x() {
return _chunk_size.x;
}
void VoxelChunk::set_chunk_size_x(int value) {
_chunk_size.x = value;
}
int VoxelChunk::get_chunk_size_y() {
return _chunk_size.y;
}
void VoxelChunk::set_chunk_size_y(int value) {
_chunk_size.y = value;
}
int VoxelChunk::get_chunk_size_z() {
return _chunk_size.z;
}
void VoxelChunk::set_chunk_size_z(int value) {
_chunk_size.z = value;
}
Vector3i VoxelChunk::get_chunk_size() const {
return _chunk_size;
}
void VoxelChunk::set_chunk_size(int x, int y, int z) {
_chunk_size.x = x;
_chunk_size.y = y;
_chunk_size.z = z;
}
Ref<VoxelmanLibrary> VoxelChunk::get_library() {
return _library;
}
void VoxelChunk::set_library(Ref<VoxelmanLibrary> value) {
_library = value;
}
int VoxelChunk::get_lod_size() const {
return _lod_size;
}
void VoxelChunk::set_lod_size(const int lod_size) {
_lod_size = lod_size;
if (_mesher.is_valid()) {
_mesher->set_lod_size(_lod_size);
}
}
float VoxelChunk::get_voxel_scale() const {
return _voxel_scale;
}
void VoxelChunk::set_voxel_scale(float value) {
_voxel_scale = value;
if (_mesher.is_valid()) {
_mesher->set_voxel_scale(_voxel_scale);
}
}
Ref<VoxelMesher> VoxelChunk::get_mesher() const {
return _mesher;
}
void VoxelChunk::set_mesher(Ref<VoxelMesher> mesher) {
_mesher = mesher;
}
VoxelWorld *VoxelChunk::get_voxel_world() const {
return _voxel_world;
}
void VoxelChunk::set_voxel_world(VoxelWorld *world) {
_voxel_world = world;
}
void VoxelChunk::set_voxel_world_bind(Node *world) {
if (world == NULL) {
_voxel_world = NULL;
return;
}
_voxel_world = Object::cast_to<VoxelWorld>(world);
}
bool VoxelChunk::get_create_collider() const {
return _create_collider;
}
void VoxelChunk::set_create_collider(bool value) {
_create_collider = value;
}
bool VoxelChunk::get_bake_lights() const {
return _bake_lights;
}
void VoxelChunk::set_bake_lights(bool value) {
_bake_lights = value;
}
Ref<VoxelBuffer> VoxelChunk::get_buffer() const {
return _buffer;
}
void VoxelChunk::create_mesher() {
call("_create_mesher");
ERR_FAIL_COND(!_mesher.is_valid());
_mesher->set_lod_size(get_lod_size());
_mesher->set_voxel_scale(get_voxel_scale());
}
void VoxelChunk::_create_mesher() {
_mesher = Ref<VoxelMesher>(memnew(VoxelMesherCubic()));
}
void VoxelChunk::finalize_mesh() {
_mesher->set_library(_library);
if (_mesh_rid == RID()) {
allocate_main_mesh();
}
get_mesher()->build_mesh(_mesh_rid);
}
void VoxelChunk::build() {
ERR_FAIL_COND(!_library.is_valid());
if (!_mesher.is_valid()) {
create_mesher();
}
_mesher->set_library(_library);
_mesher->reset();
if (has_method("_create_mesh")) {
call("_create_mesh");
} else {
_mesher->add_buffer(_buffer);
}
finalize_mesh();
if (get_create_collider()) {
build_collider();
}
_mesher->reset();
if (_props.size() > 0) {
process_props();
build_prop_meshes();
if (get_create_collider()) {
build_prop_collider();
}
}
_mesher->reset();
}
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(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_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();
Vector3i pos = get_chunk_position();
Vector3i csize = get_chunk_size();
light->set_world_position(pos.x * csize.x + x, pos.y * csize.y + y, pos.z * csize.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]);
}
}
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());
Vector3i wp = light->get_world_position();
int wpx = wp.x - (_chunk_position.x * _chunk_size.x);
int wpy = wp.y - (_chunk_position.y * _chunk_size.y);
int wpz = wp.z - (_chunk_position.z * _chunk_size.z);
//int wpx = (int)(wp.x / _chunk_size.x) - _chunk_position.x;
//int wpy = (int)(wp.y / _chunk_size.y) - _chunk_position.y;
//int wpz = (int)(wp.z / _chunk_size.z) - _chunk_position.z;
_buffer->add_light(wpx, wpy, wpz, light->get_size(), light->get_color());
}
void VoxelChunk::clear_baked_lights() {
_buffer->clear_lights();
}
void VoxelChunk::add_prop_mesh(const Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
VCPropData data;
data.position = position;
data.rotation = rotation;
data.scale = scale;
data.mesh = mesh;
_props.push_back(data);
}
void VoxelChunk::add_prop_spawned(const Ref<PackedScene> scene, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
VCPropData data;
data.position = position;
data.rotation = rotation;
data.scale = scale;
data.scene = scene;
_props.push_back(data);
}
void VoxelChunk::add_prop(const Ref<VoxelmanProp> prop, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
VCPropData data;
data.position = position;
data.rotation = rotation;
data.scale = scale;
data.mesh = prop;
_props.push_back(data);
}
void VoxelChunk::clear_props() {
_props.clear();
}
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(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
}
void VoxelChunk::process_prop_lights() {
Transform transform(Basis().scaled(Vector3(_voxel_scale, _voxel_scale, _voxel_scale)), Vector3(_chunk_position.x * _chunk_size.x, _chunk_position.y * _chunk_size.y, _chunk_position.z * _chunk_size.z));
for (int i = 0; i < _props.size(); ++i) {
VCPropData prop = _props[i];
if (prop.prop.is_valid()) {
process_prop_light(prop.prop, transform);
}
}
}
void VoxelChunk::process_props() {
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
}
for (int i = 0; i < _props.size(); ++i) {
VCPropData prop = _props[i];
Transform transform(Basis(prop.rotation).scaled(prop.scale), prop.position);
if (prop.mesh.is_valid()) {
_mesher->add_mesh_data_resource_transform(prop.mesh, transform);
}
if (prop.prop.is_valid()) {
process_prop(prop.prop, transform);
}
if (prop.scene.is_valid()) {
spawn_prop(prop.scene, transform);
}
}
_mesher->bake_colors(_buffer);
_mesher->build_mesh(_prop_mesh_rid);
}
void VoxelChunk::process_prop_light(Ref<VoxelmanProp> prop, const Transform transform) {
ERR_FAIL_COND(!prop.is_valid());
for (int i = 0; i < prop->get_prop_count(); ++i) {
Ref<VoxelmanPropData> data = prop->get_prop(i);
if (!data.is_valid())
continue;
Transform pt(Basis(data->get_rotation()).scaled(data->get_scale()), data->get_position());
pt = transform * pt;
if (data->get_has_light()) {
Vector3 lp = pt.xform_inv(Vector3());
create_voxel_light(data->get_light_color(), data->get_light_size(), (int)lp.x, (int)lp.y, (int)lp.z);
}
if (data->get_prop().is_valid()) {
process_prop_light(data->get_prop(), pt);
}
}
}
void VoxelChunk::process_prop(Ref<VoxelmanProp> prop, const Transform transform) {
ERR_FAIL_COND(!prop.is_valid());
for (int i = 0; i < prop->get_prop_count(); ++i) {
Ref<VoxelmanPropData> data = prop->get_prop(i);
if (!data.is_valid())
continue;
Transform pt(Basis(data->get_rotation()).scaled(data->get_scale()), data->get_position());
if (data->get_mesh().is_valid()) {
_mesher->add_mesh_data_resource_transform(data->get_mesh(), pt);
}
if (data->get_scene().is_valid()) {
spawn_prop(data->get_scene(), pt);
}
if (data->get_prop().is_valid()) {
process_prop(data->get_prop(), pt);
}
}
}
void VoxelChunk::spawn_prop(const Ref<PackedScene> scene, const Transform transform) {
ERR_FAIL_COND(!scene.is_valid());
ERR_FAIL_COND(get_voxel_world() == NULL);
Node *n = scene->instance();
ERR_FAIL_COND(n == NULL);
get_voxel_world()->add_child(n);
n->set_owner(get_voxel_world());
_spawned_props.push_back(n);
Spatial *spatial = Object::cast_to<Spatial>(n);
ERR_FAIL_COND(spatial == NULL);
spatial->set_transform(transform);
}
void VoxelChunk::build_prop_meshes() {
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
}
_mesher->bake_colors(_buffer);
_mesher->build_mesh(_prop_mesh_rid);
}
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(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_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();
}
}
void VoxelChunk::free_spawn_props() {
for (int i = 0; i < _spawned_props.size(); ++i) {
_spawned_props[i]->queue_delete();
}
_spawned_props.clear();
}
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(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_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::create_debug_immediate_geometry() {
ERR_FAIL_COND(_voxel_world == NULL);
ERR_FAIL_COND(_debug_drawer != NULL);
_debug_drawer = memnew(ImmediateGeometry());
get_voxel_world()->add_child(_debug_drawer);
_debug_drawer->set_owner(get_voxel_world());
_debug_drawer->set_transform(Transform(Basis(), Vector3(_chunk_position.x * _chunk_size.x * _voxel_scale, _chunk_position.y * _chunk_size.y * _voxel_scale, _chunk_position.z * _chunk_size.z * _voxel_scale)));
}
void VoxelChunk::free_debug_immediate_geometry() {
if (_debug_drawer != NULL) {
_debug_drawer->queue_delete();
_debug_drawer = NULL;
}
}
void VoxelChunk::free() {
free_debug_immediate_geometry();
free_main_mesh();
remove_colliders();
free_prop_mesh();
free_prop_colliders();
free_spawn_props();
}
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_colored(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;
Vector3i size = _buffer->get_size();
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 = _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_TYPE);
if (type == 0) {
continue;
}
draw_cross_voxels_fill(Vector3(x, y, z), _buffer->get_voxel(x, y, z, VoxelBuffer::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];
Vector3i pos = v->get_world_position();
int pos_x = pos.x - (_chunk_size.x * _chunk_position.x);
int pos_y = pos.y - (_chunk_size.y * _chunk_position.y);
int pos_z = pos.z - (_chunk_size.z * _chunk_position.z);
draw_cross_voxels_fill(Vector3(pos_x, pos_y, pos_z), 1.0);
}
_debug_drawer->end();
}
VoxelChunk::VoxelChunk() {
_build_mesh = true;
_create_collider = true;
_bake_lights = true;
_voxel_scale = 1;
_lod_size = 1;
_buffer.instance();
_debug_drawer = NULL;
_voxel_world = NULL;
}
VoxelChunk::~VoxelChunk() {
free_main_mesh();
remove_colliders();
free_prop_mesh();
free_prop_colliders();
//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();
}
_buffer.unref();
if (_library.is_valid()) {
_library.unref();
}
}
void VoxelChunk::_bind_methods() {
BIND_VMETHOD(MethodInfo("_create_mesh"));
BIND_VMETHOD(MethodInfo("_create_mesher"));
ClassDB::bind_method(D_METHOD("_create_mesher"), &VoxelChunk::_create_mesher);
ClassDB::bind_method(D_METHOD("get_chunk_position_x"), &VoxelChunk::get_chunk_position_x);
ClassDB::bind_method(D_METHOD("set_chunk_position_x", "value"), &VoxelChunk::set_chunk_position_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_x"), "set_chunk_position_x", "get_chunk_position_x");
ClassDB::bind_method(D_METHOD("get_chunk_position_y"), &VoxelChunk::get_chunk_position_y);
ClassDB::bind_method(D_METHOD("set_chunk_position_y", "value"), &VoxelChunk::set_chunk_position_y);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_y"), "set_chunk_position_y", "get_chunk_position_y");
ClassDB::bind_method(D_METHOD("get_chunk_position_z"), &VoxelChunk::get_chunk_position_z);
ClassDB::bind_method(D_METHOD("set_chunk_position_z", "value"), &VoxelChunk::set_chunk_position_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_z"), "set_chunk_position_x", "get_chunk_position_z");
ClassDB::bind_method(D_METHOD("set_chunk_position", "x", "y", "z"), &VoxelChunk::set_chunk_position);
ClassDB::bind_method(D_METHOD("get_chunk_size_x"), &VoxelChunk::get_chunk_size_x);
ClassDB::bind_method(D_METHOD("set_chunk_size_x", "value"), &VoxelChunk::set_chunk_size_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_x"), "set_chunk_size_x", "get_chunk_size_x");
ClassDB::bind_method(D_METHOD("get_chunk_size_y"), &VoxelChunk::get_chunk_size_y);
ClassDB::bind_method(D_METHOD("set_chunk_size_y", "value"), &VoxelChunk::set_chunk_size_y);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_y"), "set_chunk_size_y", "get_chunk_size_y");
ClassDB::bind_method(D_METHOD("get_chunk_size_z"), &VoxelChunk::get_chunk_size_z);
ClassDB::bind_method(D_METHOD("set_chunk_size_z", "value"), &VoxelChunk::set_chunk_size_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_z"), "set_chunk_size_x", "get_chunk_size_z");
ClassDB::bind_method(D_METHOD("set_chunk_size", "x", "y", "z"), &VoxelChunk::set_chunk_size);
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_buffer"), &VoxelChunk::get_buffer);
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("finalize_mesh"), &VoxelChunk::finalize_mesh);
ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
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("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("clear_baked_lights"), &VoxelChunk::clear_baked_lights);
ClassDB::bind_method(D_METHOD("add_prop_mesh", "mesh", "position", "rotation", "scale"), &VoxelChunk::add_prop_mesh, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("add_prop_spawned", "scene", "position", "rotation", "scale"), &VoxelChunk::add_prop_spawned, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("add_prop", "prop", "position", "rotation", "scale"), &VoxelChunk::add_prop, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)));
ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props);
ClassDB::bind_method(D_METHOD("process_prop_lights"), &VoxelChunk::process_prop_lights);
ClassDB::bind_method(D_METHOD("process_props"), &VoxelChunk::process_props);
ClassDB::bind_method(D_METHOD("process_prop", "prop", "transform"), &VoxelChunk::process_prop, DEFVAL(Transform()));
ClassDB::bind_method(D_METHOD("process_prop_light", "prop", "transform"), &VoxelChunk::process_prop_light, DEFVAL(Transform()));
ClassDB::bind_method(D_METHOD("spawn_prop", "transform"), &VoxelChunk::spawn_prop, DEFVAL(Transform()));
ClassDB::bind_method(D_METHOD("build_prop_meshes"), &VoxelChunk::build_prop_meshes);
ClassDB::bind_method(D_METHOD("build_prop_collider"), &VoxelChunk::build_prop_collider);
ClassDB::bind_method(D_METHOD("free_spawn_props"), &VoxelChunk::free_spawn_props);
ClassDB::bind_method(D_METHOD("allocate_main_mesh"), &VoxelChunk::allocate_main_mesh);
ClassDB::bind_method(D_METHOD("free_main_mesh"), &VoxelChunk::free_main_mesh);
ClassDB::bind_method(D_METHOD("allocate_prop_mesh"), &VoxelChunk::allocate_prop_mesh);
ClassDB::bind_method(D_METHOD("free_prop_mesh"), &VoxelChunk::free_prop_mesh);
ClassDB::bind_method(D_METHOD("allocate_prop_colliders"), &VoxelChunk::allocate_prop_colliders);
ClassDB::bind_method(D_METHOD("free_prop_colliders"), &VoxelChunk::free_prop_colliders);
ClassDB::bind_method(D_METHOD("create_mesher"), &VoxelChunk::create_mesher);
ClassDB::bind_method(D_METHOD("create_debug_immediate_geometry"), &VoxelChunk::create_debug_immediate_geometry);
ClassDB::bind_method(D_METHOD("free_debug_immediate_geometry"), &VoxelChunk::free_debug_immediate_geometry);
ClassDB::bind_method(D_METHOD("free"), &VoxelChunk::free);
ClassDB::bind_method(D_METHOD("draw_cross_voxels", "pos"), &VoxelChunk::draw_cross_voxels);
ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "pos", "fill"), &VoxelChunk::draw_cross_voxels_fill);
ClassDB::bind_method(D_METHOD("draw_debug_voxels_colored", "pos", "color"), &VoxelChunk::draw_debug_voxels_colored, DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &VoxelChunk::draw_debug_voxel_lights);
}