mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
201 lines
5.0 KiB
C++
201 lines
5.0 KiB
C++
#ifndef VOXEL_CHUNK_H
|
|
#define VOXEL_CHUNK_H
|
|
|
|
#include "core/engine.h"
|
|
#include "core/object.h"
|
|
#include "core/reference.h"
|
|
#include "core/ustring.h"
|
|
#include "scene/3d/mesh_instance.h"
|
|
#include "scene/resources/packed_scene.h"
|
|
#include "core/array.h"
|
|
#include "scene/3d/collision_shape.h"
|
|
#include "scene/3d/physics_body.h"
|
|
#include "scene/resources/concave_polygon_shape.h"
|
|
#include "scene/3d/spatial.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 "voxel_buffer.h"
|
|
|
|
#include "../../entity_spell_system/meshes/mesh_data_resource.h"
|
|
#include "../props/voxelman_prop.h"
|
|
#include "../props/voxelman_prop_data.h"
|
|
|
|
class VoxelChunk : public Reference {
|
|
GDCLASS(VoxelChunk, Reference);
|
|
|
|
public:
|
|
int get_chunk_position_x();
|
|
void set_chunk_position_x(int value);
|
|
int get_chunk_position_y();
|
|
void set_chunk_position_y(int value);
|
|
int get_chunk_position_z();
|
|
void set_chunk_position_z(int value);
|
|
|
|
Vector3i get_chunk_position() const;
|
|
void set_chunk_position(int x, int y, int z);
|
|
|
|
int get_chunk_size_x();
|
|
void set_chunk_size_x(int value);
|
|
int get_chunk_size_y();
|
|
void set_chunk_size_y(int value);
|
|
int get_chunk_size_z();
|
|
void set_chunk_size_z(int value);
|
|
|
|
Vector3i get_chunk_size() const;
|
|
void set_chunk_size(int x, int y, int z);
|
|
|
|
Ref<VoxelmanLibrary> get_library();
|
|
void set_library(Ref<VoxelmanLibrary> value);
|
|
|
|
int get_lod_size() const;
|
|
void set_lod_size(int lod_size);
|
|
|
|
float get_voxel_scale() const;
|
|
void set_voxel_scale(float value);
|
|
|
|
Ref<VoxelMesher> get_mesher() const;
|
|
void set_mesher(Ref<VoxelMesher> mesher);
|
|
|
|
VoxelWorld *get_voxel_world() const;
|
|
void set_voxel_world(VoxelWorld *world);
|
|
void set_voxel_world_bind(Node *world);
|
|
|
|
bool get_create_collider() const;
|
|
void set_create_collider(bool value);
|
|
|
|
bool get_bake_lights() const;
|
|
void set_bake_lights(bool value);
|
|
|
|
Ref<VoxelBuffer> get_buffer() const;
|
|
|
|
void create_mesher();
|
|
void _create_mesher();
|
|
|
|
void finalize_mesh();
|
|
|
|
void build();
|
|
void clear();
|
|
|
|
void create_colliders();
|
|
void build_collider();
|
|
void remove_colliders();
|
|
|
|
void add_lights(Array lights);
|
|
void add_voxel_light(Ref<VoxelLight> light);
|
|
void create_voxel_light(const Color color, const int size, const int x, const int y, const int z);
|
|
void remove_voxel_light(Ref<VoxelLight> light);
|
|
void clear_voxel_lights();
|
|
|
|
void add_lights_into(Array target);
|
|
Array get_lights();
|
|
|
|
void bake_lights();
|
|
void bake_light(Ref<VoxelLight> light);
|
|
void clear_baked_lights();
|
|
|
|
void add_prop_mesh(const Ref<MeshDataResource> mesh, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
|
|
void add_prop_spawned(const Ref<PackedScene> scene, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
|
|
void add_prop(const Ref<VoxelmanProp> prop, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
|
|
void clear_props();
|
|
|
|
void process_props();
|
|
void process_prop(Ref<VoxelmanProp> prop, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
|
|
void spawn_prop(const Ref<PackedScene> scene, const Vector3 position = Vector3(), const Vector3 rotation = Vector3(), const Vector3 scale = Vector3(1.0, 1.0, 1.0));
|
|
|
|
void build_prop_meshes();
|
|
void build_prop_collider();
|
|
void free_spawn_props();
|
|
|
|
void allocate_main_mesh();
|
|
void free_main_mesh();
|
|
|
|
void allocate_prop_mesh();
|
|
void free_prop_mesh();
|
|
|
|
void allocate_prop_colliders();
|
|
void free_prop_colliders();
|
|
|
|
void create_debug_immediate_geometry();
|
|
void free_debug_immediate_geometry();
|
|
|
|
void free();
|
|
|
|
void draw_cross_voxels(Vector3 pos);
|
|
void draw_cross_voxels_fill(Vector3 pos, float fill);
|
|
void draw_debug_voxels_colored(int max, Color color = Color(1, 1, 1));
|
|
void draw_debug_voxel_lights();
|
|
|
|
VoxelChunk();
|
|
~VoxelChunk();
|
|
|
|
protected:
|
|
struct VCPropData {
|
|
Vector3 position;
|
|
Vector3 rotation;
|
|
Vector3 scale;
|
|
|
|
Ref<MeshDataResource> mesh;
|
|
Ref<VoxelmanProp> prop;
|
|
Ref<PackedScene> scene;
|
|
};
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
bool _enabled;
|
|
|
|
VoxelWorld *_voxel_world;
|
|
|
|
Vector3i _chunk_position;
|
|
Vector3i _chunk_size;
|
|
|
|
Ref<VoxelBuffer> _buffer;
|
|
Vector<Ref<VoxelLight> > _voxel_lights;
|
|
|
|
int _lod_size;
|
|
float _voxel_scale;
|
|
|
|
NodePath _library_path;
|
|
Ref<VoxelmanLibrary> _library;
|
|
|
|
//voxel mesh
|
|
RID _mesh_rid;
|
|
RID _mesh_instance_rid;
|
|
|
|
RID _shape_rid;
|
|
RID _body_rid;
|
|
|
|
Ref<VoxelMesher> _mesher;
|
|
|
|
//mergeable props
|
|
Vector<VCPropData> _props;
|
|
|
|
RID _prop_mesh_rid;
|
|
RID _prop_mesh_instance_rid;
|
|
|
|
RID _prop_shape_rid;
|
|
RID _prop_body_rid;
|
|
|
|
//spawned props
|
|
Vector<Node *> _spawned_props;
|
|
|
|
//debug
|
|
ImmediateGeometry *_debug_drawer;
|
|
|
|
bool _build_mesh;
|
|
bool _create_collider;
|
|
|
|
bool _bake_lights;
|
|
};
|
|
|
|
#endif
|