mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-14 10:17:20 +01:00
391 lines
12 KiB
C++
391 lines
12 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_prop_job.h"
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#include "../../defines.h"
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#include "../../library/voxel_surface.h"
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#include "../../library/voxelman_library.h"
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#include "../../meshers/voxel_mesher.h"
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#include "../default/voxel_chunk_default.h"
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#ifdef MESH_DATA_RESOURCE_PRESENT
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#include "../../../mesh_data_resource/mesh_data_resource.h"
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#endif
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#include "../../world/default/voxel_world_default.h"
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#ifdef MESH_UTILS_PRESENT
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#include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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Ref<VoxelMesher> VoxelPropJob::get_prop_mesher() const {
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return _prop_mesher;
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}
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void VoxelPropJob::set_prop_mesher(const Ref<VoxelMesher> &mesher) {
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_prop_mesher = mesher;
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}
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void VoxelPropJob::phase_physics_process() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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//TODO this should only update the differences
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for (int i = 0; i < chunk->collider_get_count(); ++i) {
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PhysicsServer::get_singleton()->free(chunk->collider_get_body(i));
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}
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chunk->colliders_clear();
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#ifdef MESH_DATA_RESOURCE_PRESENT
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
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for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
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Ref<Shape> shape = mdr->get_collision_shape(j);
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Transform offset = mdr->get_collision_shape_offset(j);
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if (!shape.is_valid()) {
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continue;
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}
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RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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Transform transform = chunk->mesh_data_resource_get_transform(i);
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transform *= offset;
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PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());
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//TODO store the layer mask somewhere
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PhysicsServer::get_singleton()->body_set_collision_layer(body, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
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if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) {
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Ref<World> world = chunk->get_voxel_world()->GET_WORLD();
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if (world.is_valid() && world->get_space() != RID()) {
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PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
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}
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}
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PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, chunk->get_transform() * transform);
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chunk->collider_add(transform, shape, shape->get_rid(), body);
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}
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}
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#endif
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#if TOOLS_ENABLED
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if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) {
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chunk->draw_debug_mdr_colliders();
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}
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#endif
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set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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next_phase();
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}
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void VoxelPropJob::phase_prop() {
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#ifdef MESH_DATA_RESOURCE_PRESENT
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Ref<VoxelChunkDefault> chunk = _chunk;
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if (!get_prop_mesher().is_valid()) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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if (should_do()) {
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if (chunk->mesh_data_resource_get_count() == 0) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (chunk->mesh_data_resource_get_is_inside(i)) {
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get_prop_mesher()->add_mesh_data_resource_transform(chunk->mesh_data_resource_get(i), chunk->mesh_data_resource_get_transform(i), chunk->mesh_data_resource_get_uv_rect(i));
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}
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}
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if (get_prop_mesher()->get_vertex_count() == 0) {
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//reset_stages();
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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get_prop_mesher()->bake_colors(_chunk);
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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VoxelWorldDefault *world = Object::cast_to<VoxelWorldDefault>(chunk->get_voxel_world());
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if (world) {
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (!chunk->mesh_data_resource_get_is_inside(i)) {
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Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
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ERR_CONTINUE(!mdr.is_valid());
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Transform trf = chunk->mesh_data_resource_get_transform(i);
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Array arr = mdr->get_array();
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if (arr.size() <= Mesh::ARRAY_VERTEX) {
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continue;
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}
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PoolVector3Array varr = arr[Mesh::ARRAY_VERTEX];
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if (varr.size() == 0) {
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continue;
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}
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PoolColorArray carr = world->get_vertex_colors(trf, varr);
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get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->mesh_data_resource_get_uv_rect(i));
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}
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}
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}
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}
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if (should_return()) {
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return;
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}
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}
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if (get_prop_mesher()->get_vertex_count() != 0) {
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if (should_do()) {
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temp_mesh_arr = get_prop_mesher()->build_mesh();
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if (should_return()) {
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return;
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}
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}
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RID mesh_rid = chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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if (should_do()) {
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if (mesh_rid == RID()) {
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_CREATE_LODS) != 0)
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chunk->create_meshes(VoxelChunkDefault::MESH_INDEX_PROP, chunk->get_lod_num() + 1);
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else
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chunk->create_meshes(VoxelChunkDefault::MESH_INDEX_PROP, 1);
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mesh_rid = chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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}
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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#if !GODOT4
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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#else
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VS::get_singleton()->mesh_clear(mesh_rid);
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#endif
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->get_prop_material(0).is_valid())
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VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, chunk->get_library()->get_prop_material(0)->get_rid());
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if (should_return()) {
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return;
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}
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}
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_CREATE_LODS) != 0) {
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if (should_do()) {
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if (chunk->get_lod_num() >= 1) {
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//for lod 1 just remove uv2
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 1), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->get_prop_material(1).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 1), 0, chunk->get_library()->get_prop_material(1)->get_rid());
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if (chunk->get_lod_num() >= 2) {
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Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
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temp_mesh_arr = temp_mesh_arr2;
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 2), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr2);
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if (chunk->get_library()->get_prop_material(2).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 2), 0, chunk->get_library()->get_prop_material(2)->get_rid());
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}
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if (should_return()) {
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return;
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}
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}
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// if (should_do()) {
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if (chunk->get_lod_num() >= 3) {
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Ref<ShaderMaterial> mat = chunk->get_library()->get_prop_material(0);
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Ref<SpatialMaterial> spmat = chunk->get_library()->get_prop_material(0);
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Ref<Texture> tex;
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if (mat.is_valid()) {
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tex = mat->get_shader_param("texture_albedo");
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} else if (spmat.is_valid()) {
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tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
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}
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if (tex.is_valid()) {
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temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex);
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 3), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->get_prop_material(3).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 3), 0, chunk->get_library()->get_prop_material(3)->get_rid());
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}
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}
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#ifdef MESH_UTILS_PRESENT
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if (should_do()) {
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if (chunk->get_lod_num() > 4) {
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Ref<FastQuadraticMeshSimplifier> fqms;
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fqms.instance();
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fqms->set_preserve_border_edges(true);
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fqms->initialize(temp_mesh_arr);
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for (int i = 4; i < chunk->get_lod_num(); ++i) {
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fqms->simplify_mesh(temp_mesh_arr.size() * 0.8, 7);
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temp_mesh_arr = fqms->get_arrays();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(
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chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_TERRARIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i),
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VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->get_material(i).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(
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chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_TERRARIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i), 0,
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chunk->get_library()->get_material(i)->get_rid());
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}
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}
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if (should_return()) {
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return;
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}
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}
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#endif
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}
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}
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#endif
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set_complete(true); //So threadpool knows it's done
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next_job();
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}
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void VoxelPropJob::_physics_process(float delta) {
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if (_phase == 0)
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phase_physics_process();
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}
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void VoxelPropJob::_execute_phase() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<VoxelmanLibrary> library = _chunk->get_library();
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ERR_FAIL_COND(!library.is_valid());
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Ref<VoxelChunkDefault> chunk = _chunk;
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if (!chunk.is_valid()
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#ifdef MESH_DATA_RESOURCE_PRESENT
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|| chunk->mesh_data_resource_get_count() == 0
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#endif
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) {
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set_complete(true);
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next_job();
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return;
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}
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if (_phase == 1) {
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phase_prop();
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} else if (_phase > 1) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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ERR_FAIL_MSG("VoxelPropJob: _phase is too high!");
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}
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}
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void VoxelPropJob::_reset() {
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VoxelJob::_reset();
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_build_done = false;
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_phase = 0;
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if (get_prop_mesher().is_valid()) {
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get_prop_mesher()->reset();
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get_prop_mesher()->set_library(_chunk->get_library());
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}
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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VoxelPropJob::VoxelPropJob() {
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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VoxelPropJob::~VoxelPropJob() {
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}
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void VoxelPropJob::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_prop_mesher"), &VoxelPropJob::get_prop_mesher);
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ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &VoxelPropJob::set_prop_mesher);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher", 0), "set_prop_mesher", "get_prop_mesher");
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ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &VoxelPropJob::_physics_process);
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}
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