mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-14 10:17:20 +01:00
1299 lines
39 KiB
C++
1299 lines
39 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "voxel_chunk_default.h"
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#include "voxel_world.h"
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const String VoxelChunkDefault::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process";
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_FORCE_INLINE_ bool VoxelChunkDefault::get_is_build_threaded() const {
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return _is_build_threaded;
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}
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_FORCE_INLINE_ void VoxelChunkDefault::set_is_build_threaded(bool value) {
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_is_build_threaded = value;
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}
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_FORCE_INLINE_ VoxelChunkDefault::ActiveBuildPhaseType VoxelChunkDefault::get_active_build_phase_type() const {
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return _active_build_phase_type;
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}
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_FORCE_INLINE_ void VoxelChunkDefault::set_active_build_phase_type(const VoxelChunkDefault::ActiveBuildPhaseType value) {
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_active_build_phase_type = value;
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if (_active_build_phase_type == VoxelChunkDefault::BUILD_PHASE_TYPE_PHYSICS_PROCESS) {
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set_physics_process_internal(true);
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} else {
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set_physics_process_internal(false);
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}
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}
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bool VoxelChunkDefault::get_build_phase_done() const {
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_build_phase_done_mutex->lock();
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bool v = _build_phase_done;
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_build_phase_done_mutex->unlock();
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return v;
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}
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void VoxelChunkDefault::set_build_phase_done(bool value) {
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_build_phase_done_mutex->lock();
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_build_phase_done = value;
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_build_phase_done_mutex->unlock();
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}
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int VoxelChunkDefault::get_lod_size() const {
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return _lod_size;
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}
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void VoxelChunkDefault::set_lod_size(const int lod_size) {
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_lod_size = lod_size;
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!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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int VoxelChunkDefault::get_current_build_phase() {
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return _current_build_phase;
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}
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void VoxelChunkDefault::set_current_build_phase(int value) {
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_current_build_phase = value;
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}
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int VoxelChunkDefault::get_max_build_phase() {
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return _max_build_phases;
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}
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void VoxelChunkDefault::set_max_build_phase(int value) {
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_max_build_phases = value;
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}
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bool VoxelChunkDefault::get_create_collider() const {
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return _create_collider;
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}
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void VoxelChunkDefault::set_create_collider(bool value) {
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_create_collider = value;
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}
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bool VoxelChunkDefault::get_bake_lights() const {
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return _bake_lights;
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}
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void VoxelChunkDefault::set_bake_lights(bool value) {
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_bake_lights = value;
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}
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RID VoxelChunkDefault::get_mesh_rid() {
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return _mesh_rid;
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}
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RID VoxelChunkDefault::get_mesh_instance_rid() {
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return _mesh_instance_rid;
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}
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RID VoxelChunkDefault::get_shape_rid() {
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return _shape_rid;
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}
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RID VoxelChunkDefault::get_body_rid() {
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return _body_rid;
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}
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RID VoxelChunkDefault::get_prop_mesh_rid() {
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return _prop_mesh_rid;
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}
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RID VoxelChunkDefault::get_prop_mesh_instance_rid() {
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return _prop_mesh_instance_rid;
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}
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RID VoxelChunkDefault::get_prop_shape_rid() {
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return _prop_shape_rid;
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}
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RID VoxelChunkDefault::get_prop_body_rid() {
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return _prop_body_rid;
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}
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RID VoxelChunkDefault::get_liquid_mesh_rid() {
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return _liquid_mesh_rid;
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}
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RID VoxelChunkDefault::get_liquid_mesh_instance_rid() {
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return _liquid_mesh_instance_rid;
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}
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RID VoxelChunkDefault::get_clutter_mesh_rid() {
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return _clutter_mesh_rid;
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}
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RID VoxelChunkDefault::get_clutter_mesh_instance_rid() {
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return _clutter_mesh_instance_rid;
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}
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//Data Management functions
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void VoxelChunkDefault::generate_ao() {
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ERR_FAIL_COND(_data_size_x == 0 || _data_size_y == 0 || _data_size_z == 0);
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int size_x = get_size_x() + get_margin_end();
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int size_y = get_size_y() + get_margin_end();
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int size_z = get_size_z() + get_margin_end();
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for (int y = get_margin_start() - 1; y < size_y - 1; ++y) {
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for (int z = get_margin_start() - 1; z < size_z - 1; ++z) {
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for (int x = get_margin_start() - 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 VoxelChunkDefault::build_deferred() {
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if (_current_build_phase == BUILD_PHASE_DONE) {
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_build_prioritized = true;
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wait_and_finish_thread();
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set_process_internal(true);
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_is_generating = true;
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next_phase();
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if (!_voxel_world->can_chunk_do_build_step())
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return;
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build_step();
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}
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}
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void VoxelChunkDefault::build_prioritized() {
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if (_current_build_phase == BUILD_PHASE_DONE) {
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_build_prioritized = true;
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wait_and_finish_thread();
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set_process_internal(true);
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_is_generating = true;
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next_phase();
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if (!_voxel_world->can_chunk_do_build_step())
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return;
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build_step();
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}
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}
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void VoxelChunkDefault::build_step() {
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ERR_FAIL_COND(!has_next_phase());
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ERR_FAIL_COND(_build_step_in_progress);
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_build_step_in_progress = true;
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if (get_is_build_threaded()) {
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if (_build_thread) {
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wait_and_finish_thread();
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}
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_build_thread = Thread::create(_build_step_threaded, this);
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return;
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}
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while (has_next_phase() && _active_build_phase_type == BUILD_PHASE_TYPE_NORMAL) {
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build_phase();
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if (!get_build_phase_done())
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break;
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}
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_build_step_in_progress = false;
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}
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void VoxelChunkDefault::_build_step_threaded(void *_userdata) {
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VoxelChunkDefault *vc = (VoxelChunkDefault *)_userdata;
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while (vc->has_next_phase() && vc->_active_build_phase_type == BUILD_PHASE_TYPE_NORMAL) {
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vc->build_phase();
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if (!vc->get_build_phase_done())
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break;
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}
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vc->_build_step_in_progress = false;
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}
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void VoxelChunkDefault::build_phase() {
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_THREAD_SAFE_METHOD_
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if (_abort_build)
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return;
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set_build_phase_done(false);
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call("_build_phase", _current_build_phase);
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}
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void VoxelChunkDefault::build_phase_process() {
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if (_abort_build)
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return;
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set_build_phase_done(false);
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call("_build_phase_process", _current_build_phase);
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}
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void VoxelChunkDefault::build_phase_physics_process() {
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if (_abort_build)
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return;
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set_build_phase_done(false);
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call("_build_phase_physics_process", _current_build_phase);
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}
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bool VoxelChunkDefault::has_next_phase() {
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if (_current_build_phase == BUILD_PHASE_DONE)
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return false;
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return true;
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}
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void VoxelChunkDefault::next_phase() {
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set_build_phase_done(true);
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if (_abort_build) {
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_current_build_phase = BUILD_PHASE_DONE;
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_is_generating = false;
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return;
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}
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++_current_build_phase;
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if (_current_build_phase >= _max_build_phases) {
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_current_build_phase = BUILD_PHASE_DONE;
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_is_generating = false;
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call_deferred("emit_build_finished");
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}
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}
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void VoxelChunkDefault::clear() {
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_voxel_lights.clear();
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}
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void VoxelChunkDefault::emit_build_finished() {
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emit_signal("mesh_generation_finished", this);
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if (_voxel_world != NULL) {
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_voxel_world->on_chunk_mesh_generation_finished(this);
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}
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}
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void VoxelChunkDefault::create_colliders() {
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ERR_FAIL_COND(_voxel_world == NULL);
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_shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
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_body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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PhysicsServer::get_singleton()->body_set_collision_layer(_body_rid, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(_body_rid, 1);
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PhysicsServer::get_singleton()->body_add_shape(_body_rid, _shape_rid);
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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)));
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PhysicsServer::get_singleton()->body_set_space(_body_rid, get_voxel_world()->get_world()->get_space());
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}
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void VoxelChunkDefault::remove_colliders() {
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if (_body_rid != RID()) {
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PhysicsServer::get_singleton()->free(_body_rid);
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PhysicsServer::get_singleton()->free(_shape_rid);
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_body_rid = RID();
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_shape_rid = RID();
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}
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}
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void VoxelChunkDefault::allocate_main_mesh() {
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ERR_FAIL_COND(_voxel_world == NULL);
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ERR_FAIL_COND(!get_library().is_valid());
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_mesh_instance_rid = VS::get_singleton()->instance_create();
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if (get_voxel_world()->get_world().is_valid())
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VS::get_singleton()->instance_set_scenario(_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
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_mesh_rid = VS::get_singleton()->mesh_create();
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VS::get_singleton()->instance_set_base(_mesh_instance_rid, _mesh_rid);
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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)));
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}
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void VoxelChunkDefault::free_main_mesh() {
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if (_mesh_instance_rid != RID()) {
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VS::get_singleton()->free(_mesh_instance_rid);
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VS::get_singleton()->free(_mesh_rid);
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_mesh_instance_rid = RID();
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_mesh_rid = RID();
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}
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}
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void VoxelChunkDefault::allocate_prop_mesh() {
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ERR_FAIL_COND(_voxel_world == NULL);
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ERR_FAIL_COND(!get_library().is_valid());
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_prop_mesh_instance_rid = VS::get_singleton()->instance_create();
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if (get_voxel_world()->get_world().is_valid())
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VS::get_singleton()->instance_set_scenario(_prop_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
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_prop_mesh_rid = VS::get_singleton()->mesh_create();
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VS::get_singleton()->instance_set_base(_prop_mesh_instance_rid, _prop_mesh_rid);
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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)));
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}
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void VoxelChunkDefault::free_prop_mesh() {
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if (_prop_mesh_instance_rid != RID()) {
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VS::get_singleton()->free(_prop_mesh_instance_rid);
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VS::get_singleton()->free(_prop_mesh_rid);
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_prop_mesh_instance_rid = RID();
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_prop_mesh_rid = RID();
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}
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}
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void VoxelChunkDefault::allocate_prop_colliders() {
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ERR_FAIL_COND(_voxel_world == NULL);
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_prop_shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
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_prop_body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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PhysicsServer::get_singleton()->body_set_collision_layer(_prop_body_rid, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(_prop_body_rid, 1);
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PhysicsServer::get_singleton()->body_add_shape(_prop_body_rid, _prop_shape_rid);
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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)));
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PhysicsServer::get_singleton()->body_set_space(_prop_body_rid, get_voxel_world()->get_world()->get_space());
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}
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void VoxelChunkDefault::free_prop_colliders() {
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if (_prop_body_rid != RID()) {
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PhysicsServer::get_singleton()->free(_prop_body_rid);
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PhysicsServer::get_singleton()->free(_prop_shape_rid);
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_prop_body_rid = RID();
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_prop_shape_rid = RID();
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}
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}
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//Liquid mesh
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void VoxelChunkDefault::allocate_liquid_mesh() {
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ERR_FAIL_COND(_voxel_world == NULL);
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ERR_FAIL_COND(!get_library().is_valid());
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_liquid_mesh_instance_rid = VS::get_singleton()->instance_create();
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if (get_voxel_world()->get_world().is_valid())
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VS::get_singleton()->instance_set_scenario(_liquid_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
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_liquid_mesh_rid = VS::get_singleton()->mesh_create();
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VS::get_singleton()->instance_set_base(_liquid_mesh_instance_rid, _liquid_mesh_rid);
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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)));
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}
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void VoxelChunkDefault::free_liquid_mesh() {
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if (_liquid_mesh_instance_rid != RID()) {
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VS::get_singleton()->free(_liquid_mesh_instance_rid);
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VS::get_singleton()->free(_liquid_mesh_rid);
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_liquid_mesh_instance_rid = RID();
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_liquid_mesh_rid = RID();
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}
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}
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//Clutter mesh
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void VoxelChunkDefault::allocate_clutter_mesh() {
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ERR_FAIL_COND(_voxel_world == NULL);
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ERR_FAIL_COND(!get_library().is_valid());
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_clutter_mesh_instance_rid = VS::get_singleton()->instance_create();
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if (get_voxel_world()->get_world().is_valid())
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VS::get_singleton()->instance_set_scenario(_clutter_mesh_instance_rid, get_voxel_world()->get_world()->get_scenario());
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_clutter_mesh_rid = VS::get_singleton()->mesh_create();
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VS::get_singleton()->instance_set_base(_clutter_mesh_instance_rid, _clutter_mesh_rid);
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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)));
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}
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void VoxelChunkDefault::free_clutter_mesh() {
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if (_clutter_mesh_instance_rid != RID()) {
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VS::get_singleton()->free(_clutter_mesh_instance_rid);
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VS::get_singleton()->free(_clutter_mesh_rid);
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_clutter_mesh_instance_rid = RID();
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_clutter_mesh_rid = RID();
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|
}
|
|
}
|
|
|
|
void VoxelChunkDefault::update_transforms() {
|
|
if (get_mesh_instance_rid() != RID())
|
|
VS::get_singleton()->instance_set_transform(get_mesh_instance_rid(), get_transform());
|
|
|
|
if (get_prop_mesh_instance_rid() != RID())
|
|
VS::get_singleton()->instance_set_transform(get_prop_mesh_instance_rid(), get_transform());
|
|
|
|
if (get_body_rid() != RID())
|
|
PhysicsServer::get_singleton()->body_set_state(get_body_rid(), PhysicsServer::BODY_STATE_TRANSFORM, get_transform());
|
|
|
|
if (get_prop_body_rid() != RID())
|
|
PhysicsServer::get_singleton()->body_set_state(get_prop_body_rid(), PhysicsServer::BODY_STATE_TRANSFORM, get_transform());
|
|
}
|
|
|
|
void VoxelChunkDefault::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 VoxelChunkDefault::free_debug_immediate_geometry() {
|
|
if (ObjectDB::instance_validate(_debug_drawer)) {
|
|
_debug_drawer->queue_delete();
|
|
|
|
_debug_drawer = NULL;
|
|
}
|
|
}
|
|
|
|
void VoxelChunkDefault::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 VoxelChunkDefault::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 VoxelChunkDefault::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;
|
|
|
|
int64_t sx = static_cast<int64_t>(_size_x);
|
|
int64_t sy = static_cast<int64_t>(_size_y);
|
|
int64_t sz = static_cast<int64_t>(_size_y);
|
|
|
|
for (int y = 0; y < sy; ++y) {
|
|
for (int z = 0; z < sz; ++z) {
|
|
for (int x = 0; x < sx; ++x) {
|
|
|
|
int type = get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE);
|
|
|
|
if (type == 0) {
|
|
continue;
|
|
}
|
|
|
|
draw_cross_voxels_fill(Vector3(x, y, z), get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL) / 255.0 * get_voxel_scale() * 2.0);
|
|
|
|
++a;
|
|
|
|
if (a > max) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_debug_drawer->end();
|
|
}
|
|
|
|
void VoxelChunkDefault::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 VoxelChunkDefault::set_visibility(bool visible) {
|
|
if (get_mesh_instance_rid() != RID())
|
|
VS::get_singleton()->instance_set_visible(get_mesh_instance_rid(), is_visible_in_tree());
|
|
|
|
if (get_prop_mesh_instance_rid() != RID())
|
|
VS::get_singleton()->instance_set_visible(get_prop_mesh_instance_rid(), is_visible_in_tree());
|
|
}
|
|
|
|
void VoxelChunkDefault::free_chunk() {
|
|
free_main_mesh();
|
|
remove_colliders();
|
|
free_prop_mesh();
|
|
free_prop_colliders();
|
|
free_spawn_props();
|
|
free_liquid_mesh();
|
|
free_clutter_mesh();
|
|
}
|
|
|
|
VoxelChunkDefault::VoxelChunkDefault() {
|
|
_is_generating = false;
|
|
_is_build_threaded = false;
|
|
_abort_build = false;
|
|
_dirty = false;
|
|
_state = VOXEL_CHUNK_STATE_OK;
|
|
|
|
_enabled = true;
|
|
_build_mesh = true;
|
|
_create_collider = true;
|
|
_bake_lights = true;
|
|
_current_build_phase = BUILD_PHASE_DONE;
|
|
_max_build_phases = BUILD_PHASE_MAX;
|
|
|
|
_voxel_scale = 1;
|
|
_lod_size = 1;
|
|
|
|
_debug_drawer = NULL;
|
|
_voxel_world = NULL;
|
|
|
|
_position_x = 0;
|
|
_position_y = 0;
|
|
_position_z = 0;
|
|
|
|
_size_x = 0;
|
|
_size_y = 0;
|
|
_size_z = 0;
|
|
|
|
_data_size_x = 0;
|
|
_data_size_y = 0;
|
|
_data_size_z = 0;
|
|
|
|
_margin_start = 0;
|
|
_margin_end = 0;
|
|
|
|
_build_prioritized = false;
|
|
_build_phase_done_mutex = Mutex::create();
|
|
_build_phase_done = false;
|
|
_build_thread = NULL;
|
|
_build_step_in_progress = false;
|
|
|
|
_active_build_phase_type = BUILD_PHASE_TYPE_NORMAL;
|
|
}
|
|
|
|
VoxelChunkDefault::~VoxelChunkDefault() {
|
|
if (_build_thread) {
|
|
_abort_build = true;
|
|
wait_and_finish_thread();
|
|
}
|
|
|
|
memdelete(_build_phase_done_mutex);
|
|
}
|
|
|
|
void VoxelChunkDefault::_setup_channels() {
|
|
set_channel_count(MAX_DEFAULT_CHANNELS);
|
|
}
|
|
|
|
void VoxelChunkDefault::_build_phase(int phase) {
|
|
ERR_FAIL_COND(!_library.is_valid());
|
|
|
|
switch (phase) {
|
|
case BUILD_PHASE_DONE:
|
|
return;
|
|
case BUILD_PHASE_SETUP: {
|
|
if (_meshers.size() == 0) {
|
|
create_meshers();
|
|
}
|
|
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
mesher->set_library(_library);
|
|
mesher->reset();
|
|
}
|
|
|
|
next_phase();
|
|
|
|
return;
|
|
}
|
|
case BUILD_PHASE_TERRARIN_MESH_SETUP: {
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
mesher->add_chunk(this);
|
|
}
|
|
|
|
next_phase();
|
|
|
|
return;
|
|
}
|
|
case BUILD_PHASE_TERRARIN_MESH_COLLIDER: {
|
|
if (!get_create_collider()) {
|
|
next_phase();
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
temp_arr_collider.append_array(mesher->build_collider());
|
|
}
|
|
|
|
if (temp_arr_collider.size() == 0) {
|
|
next_phase();
|
|
return;
|
|
}
|
|
|
|
if (_is_build_threaded) {
|
|
set_active_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
|
|
return;
|
|
}
|
|
|
|
if (_body_rid == RID()) {
|
|
create_colliders();
|
|
}
|
|
|
|
PhysicsServer::get_singleton()->shape_set_data(_shape_rid, temp_arr_collider);
|
|
|
|
//temp_arr_collider.resize(0);
|
|
|
|
next_phase();
|
|
|
|
return;
|
|
}
|
|
case BUILD_PHASE_TERRARIN_MESH: {
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
mesher->bake_colors(this);
|
|
}
|
|
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
mesher->set_library(_library);
|
|
}
|
|
|
|
Ref<VoxelMesher> mesher;
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> m = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!m.is_valid());
|
|
|
|
if (!mesher.is_valid()) {
|
|
mesher = m;
|
|
mesher->set_material(get_library()->get_material(0));
|
|
continue;
|
|
}
|
|
|
|
mesher->set_material(get_library()->get_material(0));
|
|
mesher->add_mesher(m);
|
|
}
|
|
|
|
ERR_FAIL_COND(!mesher.is_valid());
|
|
|
|
if (mesher->get_vertex_count() == 0) {
|
|
next_phase();
|
|
return;
|
|
}
|
|
|
|
if (_mesh_rid != RID())
|
|
VS::get_singleton()->mesh_clear(_mesh_rid);
|
|
|
|
Array temp_mesh_arr = mesher->build_mesh();
|
|
|
|
if (_mesh_rid == RID()) {
|
|
allocate_main_mesh();
|
|
}
|
|
|
|
VS::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
if (_library->get_material(0).is_valid())
|
|
VS::get_singleton()->mesh_surface_set_material(_mesh_rid, 0, _library->get_material(0)->get_rid());
|
|
|
|
next_phase();
|
|
|
|
return;
|
|
}
|
|
case BUILD_PHASE_PROP_MESH: {
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
mesher->reset();
|
|
}
|
|
|
|
if (_props.size() > 0) {
|
|
if (_prop_mesh_rid == RID()) {
|
|
allocate_prop_mesh();
|
|
}
|
|
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
mesher->bake_colors(this);
|
|
mesher->set_material(get_library()->get_material(0));
|
|
|
|
ERR_FAIL_COND(_prop_mesh_rid == RID());
|
|
|
|
VS::get_singleton()->mesh_clear(_prop_mesh_rid);
|
|
|
|
if (mesher->get_vertex_count() == 0) {
|
|
next_phase();
|
|
return;
|
|
}
|
|
|
|
Array arr = mesher->build_mesh();
|
|
|
|
VS::get_singleton()->mesh_add_surface_from_arrays(_prop_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
|
|
|
|
if (_library->get_material(0).is_valid())
|
|
VS::get_singleton()->mesh_surface_set_material(_prop_mesh_rid, 0, _library->get_material(0)->get_rid());
|
|
}
|
|
}
|
|
|
|
next_phase();
|
|
|
|
return;
|
|
}
|
|
case BUILD_PHASE_PROP_COLLIDER: {
|
|
if (!get_create_collider()) {
|
|
next_phase();
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
temp_arr_collider.append_array(mesher->build_collider());
|
|
}
|
|
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
mesher->reset();
|
|
}
|
|
|
|
if (temp_arr_collider.size() == 0) {
|
|
next_phase();
|
|
return;
|
|
}
|
|
|
|
if (_is_build_threaded) {
|
|
set_active_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
|
|
return;
|
|
}
|
|
|
|
if (_prop_body_rid == RID()) {
|
|
allocate_prop_colliders();
|
|
}
|
|
|
|
PhysicsServer::get_singleton()->shape_set_data(_shape_rid, temp_arr_collider);
|
|
|
|
//temp_arr_collider.resize(0);
|
|
|
|
next_phase();
|
|
|
|
return;
|
|
}
|
|
/*
|
|
case BUILD_PHASE_LIQUID: {
|
|
next_phase();
|
|
return;
|
|
}
|
|
case BUILD_PHASE_CLUTTER: {
|
|
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());
|
|
|
|
update_transforms();
|
|
|
|
next_phase();
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VoxelChunkDefault::_build_phase_process(int phase) {
|
|
}
|
|
|
|
void VoxelChunkDefault::_build_phase_physics_process(int phase) {
|
|
if (phase == BUILD_PHASE_TERRARIN_MESH_COLLIDER) {
|
|
|
|
if (_body_rid == RID()) {
|
|
create_colliders();
|
|
}
|
|
|
|
PhysicsServer::get_singleton()->shape_set_data(_shape_rid, temp_arr_collider);
|
|
//temp_arr_collider.resize(0);
|
|
|
|
set_active_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
|
|
next_phase();
|
|
|
|
} else if (phase == BUILD_PHASE_PROP_COLLIDER) {
|
|
|
|
if (_prop_body_rid == RID()) {
|
|
allocate_prop_colliders();
|
|
}
|
|
|
|
PhysicsServer::get_singleton()->shape_set_data(_prop_shape_rid, temp_arr_collider);
|
|
//temp_arr_collider.resize(0);
|
|
|
|
set_active_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
|
|
next_phase();
|
|
}
|
|
}
|
|
|
|
void VoxelChunkDefault::_add_light(int local_x, int local_y, int local_z, int size, Color color) {
|
|
ERR_FAIL_COND(size < 0);
|
|
|
|
//float sizef = static_cast<float>(size);
|
|
//float rf = (color.r / sizef);
|
|
//float gf = (color.g / sizef);
|
|
//float bf = (color.b / sizef);
|
|
|
|
int64_t dsx = static_cast<int64_t>(_data_size_x);
|
|
int64_t dsy = static_cast<int64_t>(_data_size_y);
|
|
int64_t dsz = static_cast<int64_t>(_data_size_z);
|
|
|
|
for (int y = local_y - size; y <= local_y + size; ++y) {
|
|
if (y < 0 || y >= dsy)
|
|
continue;
|
|
|
|
for (int z = local_z - size; z <= local_z + size; ++z) {
|
|
if (z < 0 || z >= dsz)
|
|
continue;
|
|
|
|
for (int x = local_x - size; x <= local_x + size; ++x) {
|
|
if (x < 0 || x >= dsx)
|
|
continue;
|
|
|
|
int lx = x - local_x;
|
|
int ly = y - local_y;
|
|
int lz = z - local_z;
|
|
|
|
float str = size - (((float)lx * lx + ly * ly + lz * lz));
|
|
str /= size;
|
|
|
|
if (str < 0)
|
|
continue;
|
|
|
|
int r = color.r * str * 255.0;
|
|
int g = color.g * str * 255.0;
|
|
int b = color.b * str * 255.0;
|
|
|
|
r += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
|
g += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
|
b += get_voxel(x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
|
|
|
if (r > 255)
|
|
r = 255;
|
|
|
|
if (g > 255)
|
|
g = 255;
|
|
|
|
if (b > 255)
|
|
b = 255;
|
|
|
|
set_voxel(r, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
|
set_voxel(g, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
|
set_voxel(b, x, y, z, DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
void VoxelChunkDefault::_clear_baked_lights() {
|
|
fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
|
fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
|
fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
|
}
|
|
|
|
void VoxelChunkDefault::_create_meshers() {
|
|
add_mesher(Ref<VoxelMesher>(memnew(VoxelMesherCubic())));
|
|
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
mesher->set_lod_size(get_lod_size());
|
|
mesher->set_voxel_scale(get_voxel_scale());
|
|
}
|
|
}
|
|
|
|
void VoxelChunkDefault::_build(bool immediate) {
|
|
build_deferred();
|
|
}
|
|
|
|
void VoxelChunkDefault::_notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_VISIBILITY_CHANGED: {
|
|
if (is_inside_tree()) {
|
|
set_visibility(is_visible_in_tree());
|
|
}
|
|
}
|
|
case NOTIFICATION_ENTER_TREE: {
|
|
set_notify_transform(true);
|
|
} break;
|
|
case NOTIFICATION_EXIT_TREE: {
|
|
if (_build_thread) {
|
|
_abort_build = true;
|
|
|
|
wait_and_finish_thread();
|
|
}
|
|
|
|
free_main_mesh();
|
|
remove_colliders();
|
|
free_prop_mesh();
|
|
free_prop_colliders();
|
|
free_liquid_mesh();
|
|
free_clutter_mesh();
|
|
|
|
} break;
|
|
case NOTIFICATION_INTERNAL_PROCESS: {
|
|
if (!get_is_generating()) {
|
|
set_process_internal(false);
|
|
}
|
|
|
|
if (!get_is_generating() || !has_next_phase() || _build_step_in_progress) {
|
|
return;
|
|
}
|
|
|
|
switch (_active_build_phase_type) {
|
|
case BUILD_PHASE_TYPE_PROCESS: {
|
|
if (!_voxel_world->can_chunk_do_build_step())
|
|
return;
|
|
|
|
_build_step_in_progress = true;
|
|
|
|
while (has_next_phase() && _active_build_phase_type == BUILD_PHASE_TYPE_PROCESS) {
|
|
build_phase_process();
|
|
|
|
if (!get_build_phase_done())
|
|
break;
|
|
}
|
|
|
|
_build_step_in_progress = false;
|
|
return;
|
|
}
|
|
case BUILD_PHASE_TYPE_NORMAL: {
|
|
//normal mode -> build step is not in progress -> need to restart building
|
|
|
|
if (!_voxel_world->can_chunk_do_build_step())
|
|
return;
|
|
|
|
build_step();
|
|
|
|
return;
|
|
}
|
|
case BUILD_PHASE_TYPE_PHYSICS_PROCESS:
|
|
return;
|
|
}
|
|
break;
|
|
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
|
|
if (!get_is_generating() || !has_next_phase() || _build_step_in_progress) {
|
|
return;
|
|
}
|
|
|
|
if (_active_build_phase_type == BUILD_PHASE_TYPE_PHYSICS_PROCESS) {
|
|
|
|
if (!_voxel_world->can_chunk_do_build_step())
|
|
return;
|
|
|
|
_build_step_in_progress = true;
|
|
|
|
while (has_next_phase() && _active_build_phase_type == BUILD_PHASE_TYPE_PHYSICS_PROCESS) {
|
|
build_phase_physics_process();
|
|
|
|
if (!get_build_phase_done())
|
|
break;
|
|
}
|
|
|
|
_build_step_in_progress = false;
|
|
|
|
return;
|
|
}
|
|
} break;
|
|
case NOTIFICATION_TRANSFORM_CHANGED: {
|
|
update_transforms();
|
|
} break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VoxelChunkDefault::wait_and_finish_thread() {
|
|
if (_build_thread) {
|
|
Thread::wait_to_finish(_build_thread);
|
|
memdelete(_build_thread);
|
|
_build_thread = NULL;
|
|
}
|
|
}
|
|
|
|
void VoxelChunkDefault::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("get_is_build_threaded"), &VoxelChunkDefault::get_is_build_threaded);
|
|
ClassDB::bind_method(D_METHOD("set_is_build_threaded", "value"), &VoxelChunkDefault::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_active_build_phase_type"), &VoxelChunkDefault::get_active_build_phase_type);
|
|
ClassDB::bind_method(D_METHOD("set_active_build_phase_type", "value"), &VoxelChunkDefault::set_active_build_phase_type);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "active_build_phase_type", PROPERTY_HINT_ENUM, BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE), "set_active_build_phase_type", "get_active_build_phase_type");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_lod_size"), &VoxelChunkDefault::get_lod_size);
|
|
ClassDB::bind_method(D_METHOD("set_lod_size", "value"), &VoxelChunkDefault::set_lod_size);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_size"), "set_lod_size", "get_lod_size");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_current_build_phase"), &VoxelChunkDefault::get_current_build_phase);
|
|
ClassDB::bind_method(D_METHOD("set_current_build_phase", "value"), &VoxelChunkDefault::set_current_build_phase);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "current_build_phase"), "set_current_build_phase", "get_current_build_phase");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_max_build_phase"), &VoxelChunkDefault::get_max_build_phase);
|
|
ClassDB::bind_method(D_METHOD("set_max_build_phase", "value"), &VoxelChunkDefault::set_max_build_phase);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_build_phase"), "set_max_build_phase", "get_max_build_phase");
|
|
|
|
ADD_GROUP("Meshing", "meshing");
|
|
ClassDB::bind_method(D_METHOD("meshing_get_create_collider"), &VoxelChunkDefault::get_create_collider);
|
|
ClassDB::bind_method(D_METHOD("meshing_set_create_collider", "value"), &VoxelChunkDefault::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"), &VoxelChunkDefault::get_bake_lights);
|
|
ClassDB::bind_method(D_METHOD("meshing_set_bake_lights", "value"), &VoxelChunkDefault::set_bake_lights);
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_bake_lights"), "meshing_set_bake_lights", "meshing_get_bake_lights");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_mesh_rid"), &VoxelChunkDefault::get_mesh_rid);
|
|
ClassDB::bind_method(D_METHOD("get_mesh_instance_rid"), &VoxelChunkDefault::get_mesh_instance_rid);
|
|
ClassDB::bind_method(D_METHOD("get_shape_rid"), &VoxelChunkDefault::get_shape_rid);
|
|
ClassDB::bind_method(D_METHOD("get_body_rid"), &VoxelChunkDefault::get_body_rid);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_prop_mesh_rid"), &VoxelChunkDefault::get_prop_mesh_rid);
|
|
ClassDB::bind_method(D_METHOD("get_prop_mesh_instance_rid"), &VoxelChunkDefault::get_prop_mesh_instance_rid);
|
|
ClassDB::bind_method(D_METHOD("get_prop_shape_rid"), &VoxelChunkDefault::get_prop_shape_rid);
|
|
ClassDB::bind_method(D_METHOD("get_prop_body_rid"), &VoxelChunkDefault::get_prop_body_rid);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_liquid_mesh_rid"), &VoxelChunkDefault::get_liquid_mesh_rid);
|
|
ClassDB::bind_method(D_METHOD("get_liquid_mesh_instance_rid"), &VoxelChunkDefault::get_liquid_mesh_instance_rid);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_clutter_mesh_rid"), &VoxelChunkDefault::get_clutter_mesh_rid);
|
|
ClassDB::bind_method(D_METHOD("get_clutter_mesh_instance_rid"), &VoxelChunkDefault::get_clutter_mesh_instance_rid);
|
|
|
|
//Voxel Data
|
|
|
|
//Data Management functions
|
|
ClassDB::bind_method(D_METHOD("generate_ao"), &VoxelChunkDefault::generate_ao);
|
|
ClassDB::bind_method(D_METHOD("add_light", "local_x", "local_y", "local_z", "size", "color"), &VoxelChunkDefault::add_light);
|
|
ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunkDefault::clear_baked_lights);
|
|
|
|
//Meshes
|
|
BIND_VMETHOD(MethodInfo("_build_phase", PropertyInfo(Variant::INT, "phase")));
|
|
BIND_VMETHOD(MethodInfo("_build_phase_process", PropertyInfo(Variant::INT, "phase")));
|
|
BIND_VMETHOD(MethodInfo("_build_phase_physics_process", PropertyInfo(Variant::INT, "phase")));
|
|
|
|
ClassDB::bind_method(D_METHOD("build_deferred"), &VoxelChunkDefault::build_deferred);
|
|
ClassDB::bind_method(D_METHOD("build_prioritized"), &VoxelChunkDefault::build_prioritized);
|
|
|
|
ClassDB::bind_method(D_METHOD("build_phase"), &VoxelChunkDefault::build_phase);
|
|
ClassDB::bind_method(D_METHOD("build_phase_process"), &VoxelChunkDefault::build_phase_process);
|
|
ClassDB::bind_method(D_METHOD("build_phase_physics_process"), &VoxelChunkDefault::build_phase_physics_process);
|
|
|
|
ClassDB::bind_method(D_METHOD("next_phase"), &VoxelChunkDefault::next_phase);
|
|
ClassDB::bind_method(D_METHOD("has_next_phase"), &VoxelChunkDefault::has_next_phase);
|
|
|
|
ClassDB::bind_method(D_METHOD("create_colliders"), &VoxelChunkDefault::create_colliders);
|
|
ClassDB::bind_method(D_METHOD("remove_colliders"), &VoxelChunkDefault::remove_colliders);
|
|
|
|
ClassDB::bind_method(D_METHOD("allocate_main_mesh"), &VoxelChunkDefault::allocate_main_mesh);
|
|
ClassDB::bind_method(D_METHOD("free_main_mesh"), &VoxelChunkDefault::free_main_mesh);
|
|
|
|
ClassDB::bind_method(D_METHOD("allocate_prop_mesh"), &VoxelChunkDefault::allocate_prop_mesh);
|
|
ClassDB::bind_method(D_METHOD("free_prop_mesh"), &VoxelChunkDefault::free_prop_mesh);
|
|
|
|
ClassDB::bind_method(D_METHOD("allocate_prop_colliders"), &VoxelChunkDefault::allocate_prop_colliders);
|
|
ClassDB::bind_method(D_METHOD("free_prop_colliders"), &VoxelChunkDefault::free_prop_colliders);
|
|
|
|
ClassDB::bind_method(D_METHOD("allocate_liquid_mesh"), &VoxelChunkDefault::allocate_liquid_mesh);
|
|
ClassDB::bind_method(D_METHOD("free_liquid_mesh"), &VoxelChunkDefault::free_liquid_mesh);
|
|
|
|
ClassDB::bind_method(D_METHOD("allocate_clutter_mesh"), &VoxelChunkDefault::allocate_clutter_mesh);
|
|
ClassDB::bind_method(D_METHOD("free_clutter_mesh"), &VoxelChunkDefault::free_clutter_mesh);
|
|
|
|
ClassDB::bind_method(D_METHOD("create_debug_immediate_geometry"), &VoxelChunkDefault::create_debug_immediate_geometry);
|
|
ClassDB::bind_method(D_METHOD("free_debug_immediate_geometry"), &VoxelChunkDefault::free_debug_immediate_geometry);
|
|
|
|
ClassDB::bind_method(D_METHOD("free_chunk"), &VoxelChunkDefault::free_chunk);
|
|
|
|
ClassDB::bind_method(D_METHOD("emit_build_finished"), &VoxelChunkDefault::emit_build_finished);
|
|
|
|
BIND_VMETHOD(MethodInfo("_draw_debug_voxel_lights", PropertyInfo(Variant::OBJECT, "debug_drawer", PROPERTY_HINT_RESOURCE_TYPE, "ImmediateGeometry")));
|
|
|
|
ClassDB::bind_method(D_METHOD("draw_cross_voxels", "max"), &VoxelChunkDefault::draw_cross_voxels);
|
|
ClassDB::bind_method(D_METHOD("draw_cross_voxels_fill", "max", "fill"), &VoxelChunkDefault::draw_cross_voxels_fill);
|
|
ClassDB::bind_method(D_METHOD("draw_debug_voxels", "max", "color"), &VoxelChunkDefault::draw_debug_voxels, DEFVAL(Color(1, 1, 1)));
|
|
|
|
ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &VoxelChunkDefault::draw_debug_voxel_lights);
|
|
|
|
ClassDB::bind_method(D_METHOD("_setup_channels"), &VoxelChunkDefault::_setup_channels);
|
|
ClassDB::bind_method(D_METHOD("_build_phase", "phase"), &VoxelChunkDefault::_build_phase);
|
|
ClassDB::bind_method(D_METHOD("_build_phase_process", "phase"), &VoxelChunkDefault::_build_phase_process);
|
|
ClassDB::bind_method(D_METHOD("_build_phase_physics_process", "phase"), &VoxelChunkDefault::_build_phase_physics_process);
|
|
|
|
ClassDB::bind_method(D_METHOD("_add_light", "local_x", "local_y", "local_z", "size", "color"), &VoxelChunkDefault::_add_light);
|
|
|
|
ClassDB::bind_method(D_METHOD("_clear_baked_lights"), &VoxelChunkDefault::_clear_baked_lights);
|
|
ClassDB::bind_method(D_METHOD("_create_meshers"), &VoxelChunkDefault::_create_meshers);
|
|
ClassDB::bind_method(D_METHOD("_build", "immediate"), &VoxelChunkDefault::_build);
|
|
|
|
//ClassDB::bind_method(D_METHOD("set_visibility", "visible"), &VoxelChunkDefault::set_visibility);
|
|
|
|
BIND_CONSTANT(BUILD_PHASE_DONE);
|
|
BIND_CONSTANT(BUILD_PHASE_SETUP);
|
|
BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_SETUP);
|
|
BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_COLLIDER);
|
|
BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH);
|
|
BIND_CONSTANT(BUILD_PHASE_LIGHTS);
|
|
BIND_CONSTANT(BUILD_PHASE_PROP_MESH);
|
|
BIND_CONSTANT(BUILD_PHASE_PROP_COLLIDER);
|
|
BIND_CONSTANT(BUILD_PHASE_FINALIZE);
|
|
BIND_CONSTANT(BUILD_PHASE_MAX);
|
|
|
|
BIND_CONSTANT(VOXEL_CHUNK_STATE_GENERATION_QUEUED);
|
|
BIND_CONSTANT(VOXEL_CHUNK_STATE_GENERATION);
|
|
BIND_CONSTANT(VOXEL_CHUNK_STATE_MESH_GENERATION_QUEUED);
|
|
BIND_CONSTANT(VOXEL_CHUNK_STATE_MESH_GENERATION);
|
|
BIND_CONSTANT(VOXEL_CHUNK_STATE_MAX);
|
|
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_TYPE);
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_ISOLEVEL);
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_AO);
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_RANDOM_AO);
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_TYPES);
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_FILL);
|
|
BIND_ENUM_CONSTANT(DEFAULT_CHANNEL_LIQUID_FLOW);
|
|
BIND_ENUM_CONSTANT(MAX_DEFAULT_CHANNELS);
|
|
|
|
BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_NORMAL);
|
|
BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PROCESS);
|
|
BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
|
|
}
|