mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
Relintai
ba05f93aa2
-Huge cleanup. -Moved the voxel query to a new folder, also it's not in the build anymore. Will be removed shortly.
387 lines
10 KiB
C++
387 lines
10 KiB
C++
#include "voxel_chunk.h"
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NodePath VoxelChunk::get_library_path() {
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return _library_path;
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}
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void VoxelChunk::set_library_path(NodePath value) {
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_library_path = value;
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}
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NodePath VoxelChunk::get_mesh_instance_path() {
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return _mesh_instance_path;
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}
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void VoxelChunk::set_mesh_instance_path(NodePath value) {
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_mesh_instance_path = value;
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}
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Ref<VoxelmanLibrary> VoxelChunk::get_library() {
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return _library;
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}
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void VoxelChunk::set_library(Ref<VoxelmanLibrary> value) {
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_library = value;
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}
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float VoxelChunk::get_voxel_scale() {
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return _voxel_scale;
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}
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void VoxelChunk::set_voxel_scale(float value) {
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_voxel_scale = value;
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}
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Ref<VoxelMesher> VoxelChunk::get_mesher() const {
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return _mesher;
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}
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void VoxelChunk::set_mesher(Ref<VoxelMesher> mesher) {
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_mesher = mesher;
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}
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bool VoxelChunk::get_build_mesh() {
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return _build_mesh;
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}
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void VoxelChunk::set_build_mesh(bool value) {
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_build_mesh = value;
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}
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bool VoxelChunk::get_create_collider() {
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return _create_collider;
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}
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void VoxelChunk::set_create_collider(bool value) {
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_create_collider = value;
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}
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bool VoxelChunk::get_bake_lights() {
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return _bake_lights;
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}
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void VoxelChunk::set_bake_lights(bool value) {
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_bake_lights = value;
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}
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NodePath VoxelChunk::get_debug_drawer_path() {
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return _debug_drawer_path;
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}
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void VoxelChunk::set_debug_drawer_path(NodePath value) {
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_debug_drawer_path = value;
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}
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Ref<VoxelBuffer> VoxelChunk::get_buffer() const {
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return _buffer;
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}
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void VoxelChunk::clear() {
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_voxel_lights.clear();
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}
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void VoxelChunk::build() {
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ERR_FAIL_COND(!_library.is_valid());
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ERR_FAIL_COND(!_mesher.is_valid());
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_mesher->set_library(_library);
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if (_debug_drawer == NULL) {
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Node *n = get_node_or_null(_debug_drawer_path);
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if (n != NULL) {
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_debug_drawer = Object::cast_to<ImmediateGeometry>(n);
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}
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}
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if (get_build_mesh()) {
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if (has_method("_create_mesh")) {
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call("_create_mesh");
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} else {
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_mesher->add_buffer(_buffer);
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}
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finalize_mesh();
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}
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if (get_create_collider()) {
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update_collider();
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}
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}
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void VoxelChunk::finalize_mesh() {
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_mesher->set_library(_library);
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Node *node = get_node(_mesh_instance_path);
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ERR_FAIL_COND(node == NULL);
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_mesh_instance = Object::cast_to<MeshInstance>(node);
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ERR_FAIL_COND(_mesh_instance == NULL);
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//if (get_bake_ambient_occlusion()) {
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// set_enabled(true);
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//} else {
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Ref<ArrayMesh> mesh = get_mesher()->build_mesh();
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_mesh_instance->set_mesh(mesh);
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//}
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}
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void VoxelChunk::update_collider() {
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//_mesh_instance->create_trimesh_collision();
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//StaticBody *static_body = Object::cast_to<StaticBody>(create_trimesh_collision_node());
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StaticBody *static_body = create_trimesh_collision_node();
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ERR_FAIL_COND(!static_body);
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static_body->set_name(String(get_name()) + "_col");
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add_child(static_body);
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if (get_owner()) {
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CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
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static_body->set_owner(get_owner());
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cshape->set_owner(get_owner());
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}
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}
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StaticBody *VoxelChunk::create_trimesh_collision_node() {
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Ref<ConcavePolygonShape> shape = memnew(ConcavePolygonShape);
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_mesher->create_trimesh_shape(shape);
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StaticBody *static_body = memnew(StaticBody);
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CollisionShape *cshape = memnew(CollisionShape);
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cshape->set_shape(shape);
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static_body->add_child(cshape);
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return static_body;
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}
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void VoxelChunk::set_enabled(bool p_enabled) {
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_enabled = p_enabled;
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if (is_inside_tree())
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set_physics_process_internal(p_enabled);
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}
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bool VoxelChunk::is_enabled() const {
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return _enabled;
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}
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void VoxelChunk::add_voxel_light_bind(Vector3 position, Color color, float strength) {
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add_voxel_light(position, color, strength);
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}
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Ref<VoxelLight> VoxelChunk::add_voxel_light(Vector3i position, Color color, float strength, Vector3 offset) {
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Vector3 pos(position.x, position.y, position.z);
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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)));
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_voxel_lights.push_back(light);
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return light;
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}
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void VoxelChunk::draw_cross_voxels(Vector3 pos) {
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pos *= _voxel_scale;
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_debug_drawer->add_vertex(pos + Vector3(0, 0, -0.2));
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_debug_drawer->add_vertex(pos + Vector3(0, 0, 0.2));
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_debug_drawer->add_vertex(pos + Vector3(0, -0.2, 0));
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_debug_drawer->add_vertex(pos + Vector3(0, 0.2, 0));
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_debug_drawer->add_vertex(pos + Vector3(-0.2, 0, 0));
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_debug_drawer->add_vertex(pos + Vector3(0.2, 0, 0));
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}
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void VoxelChunk::draw_cross_voxels(Vector3 pos, float fill) {
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pos *= _voxel_scale;
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_debug_drawer->add_vertex(pos + Vector3(0, 0, -0.5 * fill));
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_debug_drawer->add_vertex(pos + Vector3(0, 0, 0.5 * fill));
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_debug_drawer->add_vertex(pos + Vector3(0, -0.5 * fill, 0));
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_debug_drawer->add_vertex(pos + Vector3(0, 0.5 * fill, 0));
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_debug_drawer->add_vertex(pos + Vector3(-0.5 * fill, 0, 0));
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_debug_drawer->add_vertex(pos + Vector3(0.5 * fill, 0, 0));
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}
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void VoxelChunk::draw_debug_voxels(int max, Color color) {
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/*
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if (_debug_drawer == NULL) {
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Node *n = get_node(_debug_drawer_path);
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if (n != NULL) {
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_debug_drawer = Object::cast_to<ImmediateGeometry>(n);
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}
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}
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ERR_FAIL_COND(_debug_drawer == NULL);
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//if (_debug_drawer->emt)
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_debug_drawer->clear();
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_debug_drawer->begin(Mesh::PRIMITIVE_LINES);
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_debug_drawer->set_color(color);
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HashMap<int, Ref<Voxel> > *map = _voxels->get_map();
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ERR_FAIL_COND(map == NULL);
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const int *k = NULL;
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//Vector3 pos = get_transform().get_origin();
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int a = 0;
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while ((k = map->next(k))) {
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Ref<Voxel> v = map->get(*k);
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ERR_FAIL_COND(!v.is_valid());
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Vector3i lp = v->get_local_position();
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//print_error(Vector3(lp.x, lp.y, lp.z));
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draw_cross_voxels(Vector3(lp.x + 0.5, lp.y + 0.5, lp.z + 0.5), v->get_fill() / 255.0);
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a++;
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if (a > max) {
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break;
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}
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}
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//for (int x = 0; x < 30; x++) {
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// for (int y = 0; y < 30; y++) {
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// for (int z = 0; z < 30; z++) {
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//draw_cross_voxels(Vector3(x, y, z));
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//
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// }
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// }
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//}
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//_debug_drawer->add_sphere(4, 4, 0.5, true);
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_debug_drawer->end();*/
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}
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void VoxelChunk::draw_debug_voxel_lights(int max, bool localPosition) {
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/*
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if (_debug_drawer == NULL) {
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Node *n = get_node(_debug_drawer_path);
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if (n != NULL) {
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_debug_drawer = Object::cast_to<ImmediateGeometry>(n);
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}
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}
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if (_debug_drawer == NULL) {
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return;
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}
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_debug_drawer->clear();
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_debug_drawer->begin(Mesh::PrimitiveType::PRIMITIVE_LINES);
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_debug_drawer->set_color(Color(1, 1, 1));
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const int *k = NULL;
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Vector3 pos = get_transform().get_origin();
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int a = 0;
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while ((k = _voxel_lights->next(k))) {
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Ref<VoxelLight> v = _voxel_lights->get(*k);
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if (localPosition) {
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Vector3i lp = v->get_local_position();
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draw_cross_voxels(pos + Vector3(lp.x, lp.y, lp.z), (float)v->get_strength() / (float)10);
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} else {
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Vector3i wp = v->get_world_position();
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draw_cross_voxels(pos + Vector3(wp.x, wp.y, wp.z), (float)v->get_strength() / (float)10);
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}
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++a;
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if (a > max) {
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break;
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}
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}
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_debug_drawer->end();*/
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}
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void VoxelChunk::_bind_methods() {
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BIND_VMETHOD(MethodInfo("_create_mesh"));
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ClassDB::bind_method(D_METHOD("get_library_path"), &VoxelChunk::get_library_path);
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ClassDB::bind_method(D_METHOD("set_library_path", "value"), &VoxelChunk::set_library_path);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "library_path"), "set_library_path", "get_library_path");
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ClassDB::bind_method(D_METHOD("get_mesh_instance_path"), &VoxelChunk::get_mesh_instance_path);
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ClassDB::bind_method(D_METHOD("set_mesh_instance_path", "value"), &VoxelChunk::set_mesh_instance_path);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "mesh_instance_path"), "set_mesh_instance_path", "get_mesh_instance_path");
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ClassDB::bind_method(D_METHOD("get_library"), &VoxelChunk::get_library);
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ClassDB::bind_method(D_METHOD("set_library", "value"), &VoxelChunk::set_library);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "VoxelmanLibrary"), "set_library", "get_library");
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ClassDB::bind_method(D_METHOD("get_voxel_scale"), &VoxelChunk::get_voxel_scale);
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ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &VoxelChunk::set_voxel_scale);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
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ClassDB::bind_method(D_METHOD("get_buffer"), &VoxelChunk::get_buffer);
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ADD_GROUP("Meshing", "meshing");
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ClassDB::bind_method(D_METHOD("meshing_get_build_mesh"), &VoxelChunk::get_build_mesh);
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ClassDB::bind_method(D_METHOD("meshing_set_build_mesh", "value"), &VoxelChunk::set_build_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_build_mesh"), "meshing_set_build_mesh", "meshing_get_build_mesh");
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ClassDB::bind_method(D_METHOD("meshing_get_create_collider"), &VoxelChunk::get_create_collider);
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ClassDB::bind_method(D_METHOD("meshing_set_create_collider", "value"), &VoxelChunk::set_create_collider);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_create_collider"), "meshing_set_create_collider", "meshing_get_create_collider");
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ClassDB::bind_method(D_METHOD("meshing_get_bake_lights"), &VoxelChunk::get_bake_lights);
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ClassDB::bind_method(D_METHOD("meshing_set_bake_lights", "value"), &VoxelChunk::set_bake_lights);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshing_bake_lights"), "meshing_set_bake_lights", "meshing_get_bake_lights");
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ADD_GROUP("Settings", "setting");
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ClassDB::bind_method(D_METHOD("get_debug_drawer_path"), &VoxelChunk::get_debug_drawer_path);
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ClassDB::bind_method(D_METHOD("set_debug_drawer_path", "value"), &VoxelChunk::set_debug_drawer_path);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "debug_drawer_path"), "set_debug_drawer_path", "get_debug_drawer_path");
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ClassDB::bind_method(D_METHOD("get_mesher"), &VoxelChunk::get_mesher);
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ClassDB::bind_method(D_METHOD("set_mesher", "Mesher"), &VoxelChunk::set_mesher);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher"), "set_mesher", "get_mesher");
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ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
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ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
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ClassDB::bind_method(D_METHOD("clear"), &VoxelChunk::clear);
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ClassDB::bind_method(D_METHOD("draw_debug_voxels", "max"), &VoxelChunk::draw_debug_voxels, DEFVAL(Color(1, 1, 1)));
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ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights", "max", "localPosition"), &VoxelChunk::draw_debug_voxel_lights);
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}
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VoxelChunk::VoxelChunk() {
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_build_mesh = true;
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_create_collider = true;
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_bake_lights = true;
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_voxel_scale = 1;
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_buffer.instance();
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_debug_drawer = NULL;
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}
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VoxelChunk::~VoxelChunk() {
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_voxel_lights.clear();
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if (_mesher.is_valid()) {
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_mesher.unref();
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}
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_buffer.unref();
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_debug_drawer = NULL;
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if (_library.is_valid()) {
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_library.unref();
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}
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if (_mesh.is_valid()) {
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_mesh.unref();
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}
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}
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