voxelman/world/voxel_chunk.cpp
Relintai ba05f93aa2 -Removed Voxel, not needed.
-Huge cleanup.
-Moved the voxel query to a new folder, also it's not in the build anymore. Will be removed shortly.
2019-06-07 19:13:07 +02:00

387 lines
10 KiB
C++

#include "voxel_chunk.h"
NodePath VoxelChunk::get_library_path() {
return _library_path;
}
void VoxelChunk::set_library_path(NodePath value) {
_library_path = value;
}
NodePath VoxelChunk::get_mesh_instance_path() {
return _mesh_instance_path;
}
void VoxelChunk::set_mesh_instance_path(NodePath value) {
_mesh_instance_path = value;
}
Ref<VoxelmanLibrary> VoxelChunk::get_library() {
return _library;
}
void VoxelChunk::set_library(Ref<VoxelmanLibrary> value) {
_library = value;
}
float VoxelChunk::get_voxel_scale() {
return _voxel_scale;
}
void VoxelChunk::set_voxel_scale(float value) {
_voxel_scale = value;
}
Ref<VoxelMesher> VoxelChunk::get_mesher() const {
return _mesher;
}
void VoxelChunk::set_mesher(Ref<VoxelMesher> mesher) {
_mesher = mesher;
}
bool VoxelChunk::get_build_mesh() {
return _build_mesh;
}
void VoxelChunk::set_build_mesh(bool value) {
_build_mesh = value;
}
bool VoxelChunk::get_create_collider() {
return _create_collider;
}
void VoxelChunk::set_create_collider(bool value) {
_create_collider = value;
}
bool VoxelChunk::get_bake_lights() {
return _bake_lights;
}
void VoxelChunk::set_bake_lights(bool value) {
_bake_lights = value;
}
NodePath VoxelChunk::get_debug_drawer_path() {
return _debug_drawer_path;
}
void VoxelChunk::set_debug_drawer_path(NodePath value) {
_debug_drawer_path = value;
}
Ref<VoxelBuffer> VoxelChunk::get_buffer() const {
return _buffer;
}
void VoxelChunk::clear() {
_voxel_lights.clear();
}
void VoxelChunk::build() {
ERR_FAIL_COND(!_library.is_valid());
ERR_FAIL_COND(!_mesher.is_valid());
_mesher->set_library(_library);
if (_debug_drawer == NULL) {
Node *n = get_node_or_null(_debug_drawer_path);
if (n != NULL) {
_debug_drawer = Object::cast_to<ImmediateGeometry>(n);
}
}
if (get_build_mesh()) {
if (has_method("_create_mesh")) {
call("_create_mesh");
} else {
_mesher->add_buffer(_buffer);
}
finalize_mesh();
}
if (get_create_collider()) {
update_collider();
}
}
void VoxelChunk::finalize_mesh() {
_mesher->set_library(_library);
Node *node = get_node(_mesh_instance_path);
ERR_FAIL_COND(node == NULL);
_mesh_instance = Object::cast_to<MeshInstance>(node);
ERR_FAIL_COND(_mesh_instance == NULL);
//if (get_bake_ambient_occlusion()) {
// set_enabled(true);
//} else {
Ref<ArrayMesh> mesh = get_mesher()->build_mesh();
_mesh_instance->set_mesh(mesh);
//}
}
void VoxelChunk::update_collider() {
//_mesh_instance->create_trimesh_collision();
//StaticBody *static_body = Object::cast_to<StaticBody>(create_trimesh_collision_node());
StaticBody *static_body = create_trimesh_collision_node();
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body);
if (get_owner()) {
CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
static_body->set_owner(get_owner());
cshape->set_owner(get_owner());
}
}
StaticBody *VoxelChunk::create_trimesh_collision_node() {
Ref<ConcavePolygonShape> shape = memnew(ConcavePolygonShape);
_mesher->create_trimesh_shape(shape);
StaticBody *static_body = memnew(StaticBody);
CollisionShape *cshape = memnew(CollisionShape);
cshape->set_shape(shape);
static_body->add_child(cshape);
return static_body;
}
void VoxelChunk::set_enabled(bool p_enabled) {
_enabled = p_enabled;
if (is_inside_tree())
set_physics_process_internal(p_enabled);
}
bool VoxelChunk::is_enabled() const {
return _enabled;
}
void VoxelChunk::add_voxel_light_bind(Vector3 position, Color color, float strength) {
add_voxel_light(position, color, strength);
}
Ref<VoxelLight> VoxelChunk::add_voxel_light(Vector3i position, Color color, float strength, Vector3 offset) {
Vector3 pos(position.x, position.y, position.z);
Ref<VoxelLight> light = Ref<VoxelLight>(memnew(VoxelLight(position, color, strength, to_global(pos + Vector3((float)0.5, (float)0.5, (float)0.5) * _voxel_scale), offset)));
_voxel_lights.push_back(light);
return light;
}
void VoxelChunk::draw_cross_voxels(Vector3 pos) {
pos *= _voxel_scale;
_debug_drawer->add_vertex(pos + Vector3(0, 0, -0.2));
_debug_drawer->add_vertex(pos + Vector3(0, 0, 0.2));
_debug_drawer->add_vertex(pos + Vector3(0, -0.2, 0));
_debug_drawer->add_vertex(pos + Vector3(0, 0.2, 0));
_debug_drawer->add_vertex(pos + Vector3(-0.2, 0, 0));
_debug_drawer->add_vertex(pos + Vector3(0.2, 0, 0));
}
void VoxelChunk::draw_cross_voxels(Vector3 pos, float fill) {
pos *= _voxel_scale;
_debug_drawer->add_vertex(pos + Vector3(0, 0, -0.5 * fill));
_debug_drawer->add_vertex(pos + Vector3(0, 0, 0.5 * fill));
_debug_drawer->add_vertex(pos + Vector3(0, -0.5 * fill, 0));
_debug_drawer->add_vertex(pos + Vector3(0, 0.5 * fill, 0));
_debug_drawer->add_vertex(pos + Vector3(-0.5 * fill, 0, 0));
_debug_drawer->add_vertex(pos + Vector3(0.5 * fill, 0, 0));
}
void VoxelChunk::draw_debug_voxels(int max, Color color) {
/*
if (_debug_drawer == NULL) {
Node *n = get_node(_debug_drawer_path);
if (n != NULL) {
_debug_drawer = Object::cast_to<ImmediateGeometry>(n);
}
}
ERR_FAIL_COND(_debug_drawer == NULL);
//if (_debug_drawer->emt)
_debug_drawer->clear();
_debug_drawer->begin(Mesh::PRIMITIVE_LINES);
_debug_drawer->set_color(color);
HashMap<int, Ref<Voxel> > *map = _voxels->get_map();
ERR_FAIL_COND(map == NULL);
const int *k = NULL;
//Vector3 pos = get_transform().get_origin();
int a = 0;
while ((k = map->next(k))) {
Ref<Voxel> v = map->get(*k);
ERR_FAIL_COND(!v.is_valid());
Vector3i lp = v->get_local_position();
//print_error(Vector3(lp.x, lp.y, lp.z));
draw_cross_voxels(Vector3(lp.x + 0.5, lp.y + 0.5, lp.z + 0.5), v->get_fill() / 255.0);
a++;
if (a > max) {
break;
}
}
//for (int x = 0; x < 30; x++) {
// for (int y = 0; y < 30; y++) {
// for (int z = 0; z < 30; z++) {
//draw_cross_voxels(Vector3(x, y, z));
//
// }
// }
//}
//_debug_drawer->add_sphere(4, 4, 0.5, true);
_debug_drawer->end();*/
}
void VoxelChunk::draw_debug_voxel_lights(int max, bool localPosition) {
/*
if (_debug_drawer == NULL) {
Node *n = get_node(_debug_drawer_path);
if (n != NULL) {
_debug_drawer = Object::cast_to<ImmediateGeometry>(n);
}
}
if (_debug_drawer == NULL) {
return;
}
_debug_drawer->clear();
_debug_drawer->begin(Mesh::PrimitiveType::PRIMITIVE_LINES);
_debug_drawer->set_color(Color(1, 1, 1));
const int *k = NULL;
Vector3 pos = get_transform().get_origin();
int a = 0;
while ((k = _voxel_lights->next(k))) {
Ref<VoxelLight> v = _voxel_lights->get(*k);
if (localPosition) {
Vector3i lp = v->get_local_position();
draw_cross_voxels(pos + Vector3(lp.x, lp.y, lp.z), (float)v->get_strength() / (float)10);
} else {
Vector3i wp = v->get_world_position();
draw_cross_voxels(pos + Vector3(wp.x, wp.y, wp.z), (float)v->get_strength() / (float)10);
}
++a;
if (a > max) {
break;
}
}
_debug_drawer->end();*/
}
void VoxelChunk::_bind_methods() {
BIND_VMETHOD(MethodInfo("_create_mesh"));
ClassDB::bind_method(D_METHOD("get_library_path"), &VoxelChunk::get_library_path);
ClassDB::bind_method(D_METHOD("set_library_path", "value"), &VoxelChunk::set_library_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "library_path"), "set_library_path", "get_library_path");
ClassDB::bind_method(D_METHOD("get_mesh_instance_path"), &VoxelChunk::get_mesh_instance_path);
ClassDB::bind_method(D_METHOD("set_mesh_instance_path", "value"), &VoxelChunk::set_mesh_instance_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "mesh_instance_path"), "set_mesh_instance_path", "get_mesh_instance_path");
ClassDB::bind_method(D_METHOD("get_library"), &VoxelChunk::get_library);
ClassDB::bind_method(D_METHOD("set_library", "value"), &VoxelChunk::set_library);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "VoxelmanLibrary"), "set_library", "get_library");
ClassDB::bind_method(D_METHOD("get_voxel_scale"), &VoxelChunk::get_voxel_scale);
ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &VoxelChunk::set_voxel_scale);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
ClassDB::bind_method(D_METHOD("get_buffer"), &VoxelChunk::get_buffer);
ADD_GROUP("Meshing", "meshing");
ClassDB::bind_method(D_METHOD("meshing_get_build_mesh"), &VoxelChunk::get_build_mesh);
ClassDB::bind_method(D_METHOD("meshing_set_build_mesh", "value"), &VoxelChunk::set_build_mesh);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_build_mesh"), "meshing_set_build_mesh", "meshing_get_build_mesh");
ClassDB::bind_method(D_METHOD("meshing_get_create_collider"), &VoxelChunk::get_create_collider);
ClassDB::bind_method(D_METHOD("meshing_set_create_collider", "value"), &VoxelChunk::set_create_collider);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_create_collider"), "meshing_set_create_collider", "meshing_get_create_collider");
ClassDB::bind_method(D_METHOD("meshing_get_bake_lights"), &VoxelChunk::get_bake_lights);
ClassDB::bind_method(D_METHOD("meshing_set_bake_lights", "value"), &VoxelChunk::set_bake_lights);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_bake_lights"), "meshing_set_bake_lights", "meshing_get_bake_lights");
ADD_GROUP("Settings", "setting");
ClassDB::bind_method(D_METHOD("get_debug_drawer_path"), &VoxelChunk::get_debug_drawer_path);
ClassDB::bind_method(D_METHOD("set_debug_drawer_path", "value"), &VoxelChunk::set_debug_drawer_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "debug_drawer_path"), "set_debug_drawer_path", "get_debug_drawer_path");
ClassDB::bind_method(D_METHOD("get_mesher"), &VoxelChunk::get_mesher);
ClassDB::bind_method(D_METHOD("set_mesher", "Mesher"), &VoxelChunk::set_mesher);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher"), "set_mesher", "get_mesher");
ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
ClassDB::bind_method(D_METHOD("clear"), &VoxelChunk::clear);
ClassDB::bind_method(D_METHOD("draw_debug_voxels", "max"), &VoxelChunk::draw_debug_voxels, DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights", "max", "localPosition"), &VoxelChunk::draw_debug_voxel_lights);
}
VoxelChunk::VoxelChunk() {
_build_mesh = true;
_create_collider = true;
_bake_lights = true;
_voxel_scale = 1;
_buffer.instance();
_debug_drawer = NULL;
}
VoxelChunk::~VoxelChunk() {
_voxel_lights.clear();
if (_mesher.is_valid()) {
_mesher.unref();
}
_buffer.unref();
_debug_drawer = NULL;
if (_library.is_valid()) {
_library.unref();
}
if (_mesh.is_valid()) {
_mesh.unref();
}
}