mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-14 10:17:20 +01:00
289 lines
7.4 KiB
C++
289 lines
7.4 KiB
C++
/*
|
|
Copyright (c) 2019-2020 Péter Magyar
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in all
|
|
copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
SOFTWARE.
|
|
*/
|
|
|
|
#ifndef VOXEL_CHUNK_DEFAULT_H
|
|
#define VOXEL_CHUNK_DEFAULT_H
|
|
|
|
#include "voxel_chunk.h"
|
|
|
|
#include "scene/3d/spatial.h"
|
|
|
|
#include "core/engine.h"
|
|
#include "core/os/mutex.h"
|
|
#include "core/os/thread.h"
|
|
#include "core/os/thread_safe.h"
|
|
#include "core/ustring.h"
|
|
|
|
#include "core/array.h"
|
|
#include "core/pool_vector.h"
|
|
#include "scene/3d/collision_shape.h"
|
|
#include "scene/3d/mesh_instance.h"
|
|
#include "scene/3d/physics_body.h"
|
|
#include "scene/3d/spatial.h"
|
|
#include "scene/resources/concave_polygon_shape.h"
|
|
#include "scene/resources/packed_scene.h"
|
|
|
|
#include "voxel_world.h"
|
|
|
|
#include "../data/voxel_light.h"
|
|
|
|
#include "../meshers/cubic_mesher/voxel_mesher_cubic.h"
|
|
#include "../meshers/voxel_mesher.h"
|
|
|
|
#include "../library/voxel_surface.h"
|
|
#include "../library/voxelman_library.h"
|
|
|
|
#include "../../mesh_data_resource/mesh_data_resource.h"
|
|
#include "../props/prop_data.h"
|
|
#include "../props/prop_data_entry.h"
|
|
#include "../props/prop_data_light.h"
|
|
#include "../props/prop_data_mesh.h"
|
|
#include "../props/prop_data_scene.h"
|
|
#include "voxel_chunk_prop_data.h"
|
|
|
|
class VoxelWorld;
|
|
|
|
class VoxelChunkDefault : public VoxelChunk {
|
|
GDCLASS(VoxelChunkDefault, VoxelChunk);
|
|
|
|
_THREAD_SAFE_CLASS_
|
|
|
|
public:
|
|
static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
|
|
|
|
enum {
|
|
VOXEL_CHUNK_STATE_GENERATION_QUEUED = 1,
|
|
VOXEL_CHUNK_STATE_GENERATION,
|
|
VOXEL_CHUNK_STATE_MESH_GENERATION_QUEUED,
|
|
VOXEL_CHUNK_STATE_MESH_GENERATION,
|
|
VOXEL_CHUNK_STATE_MAX,
|
|
};
|
|
|
|
enum {
|
|
BUILD_PHASE_DONE = 0,
|
|
BUILD_PHASE_SETUP,
|
|
BUILD_PHASE_TERRARIN_MESH_SETUP,
|
|
BUILD_PHASE_TERRARIN_MESH_COLLIDER,
|
|
BUILD_PHASE_LIGHTS,
|
|
BUILD_PHASE_TERRARIN_MESH,
|
|
BUILD_PHASE_PROP_MESH,
|
|
BUILD_PHASE_PROP_COLLIDER,
|
|
//BUILD_PHASE_LIQUID,
|
|
//BUILD_PHASE_CLUTTER,
|
|
BUILD_PHASE_FINALIZE,
|
|
BUILD_PHASE_MAX
|
|
};
|
|
|
|
enum DefaultChannels {
|
|
DEFAULT_CHANNEL_TYPE = 0,
|
|
DEFAULT_CHANNEL_ISOLEVEL,
|
|
DEFAULT_CHANNEL_LIGHT_COLOR_R,
|
|
DEFAULT_CHANNEL_LIGHT_COLOR_G,
|
|
DEFAULT_CHANNEL_LIGHT_COLOR_B,
|
|
DEFAULT_CHANNEL_AO,
|
|
DEFAULT_CHANNEL_RANDOM_AO,
|
|
DEFAULT_CHANNEL_LIQUID_TYPES,
|
|
DEFAULT_CHANNEL_LIQUID_FILL,
|
|
DEFAULT_CHANNEL_LIQUID_FLOW,
|
|
MAX_DEFAULT_CHANNELS
|
|
};
|
|
|
|
enum ActiveBuildPhaseType {
|
|
BUILD_PHASE_TYPE_NORMAL = 0,
|
|
BUILD_PHASE_TYPE_PROCESS,
|
|
BUILD_PHASE_TYPE_PHYSICS_PROCESS,
|
|
};
|
|
|
|
enum {
|
|
MESH_INDEX_TERRARIN = 0,
|
|
MESH_INDEX_PROP,
|
|
MESH_INDEX_LIQUID,
|
|
MESH_INDEX_CLUTTER,
|
|
};
|
|
|
|
enum {
|
|
MESH_TYPE_INDEX_MESH = 0,
|
|
MESH_TYPE_INDEX_MESH_INSTANCE,
|
|
MESH_TYPE_INDEX_SHAPE,
|
|
MESH_TYPE_INDEX_BODY
|
|
};
|
|
|
|
public:
|
|
bool get_is_build_threaded() const;
|
|
void set_is_build_threaded(bool value);
|
|
|
|
ActiveBuildPhaseType get_active_build_phase_type() const;
|
|
void set_active_build_phase_type(const ActiveBuildPhaseType value);
|
|
|
|
bool get_build_phase_done() const;
|
|
void set_build_phase_done(bool value);
|
|
|
|
int get_lod_size() const;
|
|
void set_lod_size(int lod_size);
|
|
|
|
int get_current_build_phase();
|
|
void set_current_build_phase(int value);
|
|
|
|
int get_max_build_phase();
|
|
void set_max_build_phase(int value);
|
|
|
|
bool get_create_collider() const;
|
|
void set_create_collider(bool value);
|
|
|
|
bool get_bake_lights() const;
|
|
void set_bake_lights(bool value);
|
|
|
|
//Lod
|
|
bool get_generate_lod() const;
|
|
void set_generate_lod(const bool value);
|
|
|
|
int get_lod_num() const;
|
|
void set_lod_num(const int value);
|
|
|
|
int get_current_lod_level() const;
|
|
void set_current_lod_level(const int value);
|
|
|
|
//Data Management functions
|
|
void generate_ao();
|
|
|
|
//Meshing
|
|
void build_deferred();
|
|
void build_prioritized();
|
|
static void _build_step_threaded(void *_userdata);
|
|
|
|
void build_step();
|
|
|
|
void build_phase();
|
|
void build_phase_process();
|
|
void build_phase_physics_process();
|
|
|
|
bool has_next_phase();
|
|
void next_phase();
|
|
|
|
void clear();
|
|
|
|
//Meshes
|
|
Dictionary get_mesh_rids();
|
|
void set_mesh_rids(const Dictionary &rids);
|
|
void clear_rids();
|
|
|
|
RID get_mesh_rid(const int mesh_index, const int mesh_type_index);
|
|
void set_mesh_rid(const int mesh_index, const int mesh_type_index, RID value);
|
|
RID get_mesh_rid_index(const int mesh_index, const int mesh_type_index, const int index);
|
|
void set_mesh_rid_index(const int mesh_index, const int mesh_type_index, const int index, RID value);
|
|
int get_mesh_rid_count(const int mesh_index, const int mesh_type_index);
|
|
void clear_mesh_rids(const int mesh_index, const int mesh_type_index);
|
|
Array get_meshes(const int mesh_index, const int mesh_type_index);
|
|
void set_meshes(const int mesh_index, const int mesh_type_index, const Array &meshes);
|
|
bool has_meshes(const int mesh_index, const int mesh_type_index);
|
|
|
|
void free_rids();
|
|
void free_index(const int mesh_index);
|
|
|
|
void create_meshes(const int mesh_index, const int mesh_count);
|
|
void free_meshes(const int mesh_index);
|
|
|
|
void create_colliders(const int mesh_index, const int layer_mask = 1);
|
|
void free_colliders(const int mesh_index);
|
|
|
|
//Transform
|
|
void update_transforms();
|
|
|
|
//Debug
|
|
void create_debug_immediate_geometry();
|
|
void free_debug_immediate_geometry();
|
|
|
|
void draw_cross_voxels(Vector3 pos);
|
|
void draw_cross_voxels_fill(Vector3 pos, float fill);
|
|
void draw_debug_voxels(int max, Color color = Color(1, 1, 1));
|
|
void draw_debug_voxel_lights();
|
|
|
|
void visibility_changed(bool visible);
|
|
|
|
//free
|
|
void free_chunk();
|
|
|
|
void emit_build_finished();
|
|
|
|
VoxelChunkDefault();
|
|
~VoxelChunkDefault();
|
|
|
|
protected:
|
|
virtual void _setup_channels();
|
|
virtual void _build_phase(int phase);
|
|
virtual void _build_phase_process(int phase);
|
|
virtual void _build_phase_physics_process(int phase);
|
|
|
|
virtual void _add_light(int local_x, int local_y, int local_z, int size, Color color);
|
|
virtual void _clear_baked_lights();
|
|
virtual void _create_meshers();
|
|
virtual void _build(bool immediate);
|
|
virtual void _visibility_changed(bool visible);
|
|
|
|
void wait_and_finish_thread();
|
|
|
|
void _notification(int p_what);
|
|
|
|
static void _bind_methods();
|
|
|
|
bool _is_build_threaded;
|
|
bool _abort_build;
|
|
|
|
int _current_build_phase;
|
|
int _max_build_phases;
|
|
bool _enabled;
|
|
|
|
int _lod_size;
|
|
|
|
//lod
|
|
bool _generate_lod;
|
|
int _lod_num;
|
|
int _current_lod_level;
|
|
|
|
//Meshes
|
|
Dictionary _rids;
|
|
|
|
//debug
|
|
ImmediateGeometry *_debug_drawer;
|
|
|
|
bool _build_mesh;
|
|
bool _create_collider;
|
|
|
|
bool _bake_lights;
|
|
|
|
bool _build_prioritized;
|
|
Mutex *_build_phase_done_mutex;
|
|
bool _build_phase_done;
|
|
Thread *_build_thread;
|
|
bool _build_step_in_progress;
|
|
|
|
Array temp_array;
|
|
PoolVector<Vector3> temp_arr_collider;
|
|
|
|
ActiveBuildPhaseType _active_build_phase_type;
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VoxelChunkDefault::DefaultChannels);
|
|
VARIANT_ENUM_CAST(VoxelChunkDefault::ActiveBuildPhaseType);
|
|
|
|
#endif
|