mirror of
https://github.com/Relintai/voxelman.git
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177 lines
5.1 KiB
C++
177 lines
5.1 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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#ifndef VOXEL_TOOLS_H
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#define VOXEL_TOOLS_H
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#include "core/color.h"
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#include "core/math/rect2.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "core/pool_vector.h"
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#include "core/reference.h"
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#include "core/vector.h"
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#include "scene/3d/immediate_geometry.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/spatial.h"
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#include "scene/main/node.h"
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#include "scene/resources/concave_polygon_shape.h"
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#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/surface_tool.h"
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#include "../../mesh_data_resource/mesh_data_resource.h"
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#include "../library/voxelman_library.h"
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const double PI_2 = 3.141592653589793238463 / 2;
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const double PI = 3.141592653589793238463;
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class VoxelmanLibrary;
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class VoxelChunk;
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class VoxelMesher : public Reference {
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GDCLASS(VoxelMesher, Reference);
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public:
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int get_mesher_index() const;
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void set_mesher_index(const int value);
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Ref<VoxelmanLibrary> get_library();
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void set_library(const Ref<VoxelmanLibrary> &library);
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Ref<Material> get_material();
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void set_material(const Ref<Material> &material);
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float get_ao_strength() const;
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void set_ao_strength(const float value);
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float get_base_light_value() const;
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void set_base_light_value(const float value);
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float get_voxel_scale() const;
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void set_voxel_scale(const float voxel_scale);
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int get_lod_size() const;
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void set_lod_size(const int lod_size);
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Rect2 get_uv_margin() const;
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void set_uv_margin(const Rect2 margin);
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void reset();
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void add_chunk_bind(Node *chunk);
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void add_chunk(VoxelChunk *chunk);
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void add_chunk_liquid_bind(Node *chunk);
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void add_chunk_liquid(VoxelChunk *chunk);
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void add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position = Vector3(0, 0, 0), const Vector3 rotation = Vector3(0, 0, 0), const Vector3 scale = Vector3(1.0, 1.0, 1.0), const Rect2 uv_rect = Rect2(0, 0, 1, 1));
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void add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform, const Rect2 uv_rect = Rect2(0, 0, 1, 1));
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void bake_colors_bind(Node *chunk);
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void bake_colors(VoxelChunk *chunk);
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void _bake_colors(Node *p_chunk);
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void bake_liquid_colors_bind(Node *chunk);
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void bake_liquid_colors(VoxelChunk *chunk);
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void _bake_liquid_colors(Node *p_chunk);
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void build_collider(RID shape) const;
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void bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &lights);
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void build_mesh(RID mesh);
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PoolVector<Vector3> get_vertices();
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void set_vertices(const PoolVector<Vector3> &values);
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int get_vertex_count();
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Vector3 get_vertex(int idx);
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void remove_vertex(int idx);
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void add_vertex(Vector3 vertex);
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PoolVector<Vector3> get_normals();
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void set_normals(const PoolVector<Vector3> &values);
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int get_normal_count();
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Vector3 get_normal(int idx);
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void remove_normal(int idx);
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void add_normal(Vector3 normal);
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PoolVector<Color> get_colors();
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void set_colors(const PoolVector<Color> &values);
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int get_color_count();
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Color get_color(int idx);
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void remove_color(int idx);
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void add_color(Color color);
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PoolVector<Vector2> get_uvs();
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void set_uvs(const PoolVector<Vector2> &values);
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int get_uv_count();
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Vector2 get_uv(int idx);
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void remove_uv(int idx);
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void add_uv(Vector2 vector);
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PoolVector<Vector2> get_uv2s();
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void set_uv2s(const PoolVector<Vector2> &values);
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int get_uv2_count();
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Vector2 get_uv2(int idx);
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void remove_uv2(int idx);
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void add_uv2(Vector2 vector);
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PoolVector<int> get_indices();
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void set_indices(const PoolVector<int> &values);
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int get_indices_count();
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int get_indice(int idx);
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void remove_indices(int idx);
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void add_indices(int index);
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VoxelMesher(const Ref<VoxelmanLibrary> &library);
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VoxelMesher();
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~VoxelMesher();
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protected:
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static void _bind_methods();
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int _mesher_index;
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PoolVector<Vector3> _vertices;
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PoolVector<Vector3> _normals;
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PoolVector<Color> _colors;
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PoolVector<Vector2> _uvs;
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PoolVector<Vector2> _uv2s;
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PoolVector<int> _indices;
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PoolVector<int> _bones;
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Ref<VoxelmanLibrary> _library;
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Ref<Material> _material;
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float _voxel_scale;
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int _lod_size;
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Ref<SurfaceTool> _surface_tool;
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float _ao_strength;
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float _base_light_value;
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Rect2 _uv_margin;
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};
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#endif
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