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https://github.com/Relintai/voxelman.git
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276 lines
5.9 KiB
C++
276 lines
5.9 KiB
C++
#ifndef VOXEL_CHUNK_H
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#define VOXEL_CHUNK_H
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#include "scene/3d/spatial.h"
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#include "core/engine.h"
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#include "core/ustring.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/resources/packed_scene.h"
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#include "core/array.h"
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#include "scene/3d/collision_shape.h"
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#include "scene/3d/physics_body.h"
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#include "scene/resources/concave_polygon_shape.h"
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#include "scene/3d/spatial.h"
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#include "voxel_world.h"
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#include "../data/voxel_light.h"
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#include "../meshers/cubic_mesher/voxel_mesher_cubic.h"
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#include "../meshers/voxel_mesher.h"
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#include "../library/voxel_surface.h"
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#include "../library/voxelman_library.h"
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#include "voxel_buffer.h"
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#include "../../entity_spell_system/meshes/mesh_data_resource.h"
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#include "../props/prop_data.h"
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#include "../props/prop_data_entry.h"
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#include "../props/prop_data_scene.h"
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#include "../props/prop_data_mesh.h"
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#include "../props/prop_data_light.h"
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#include "voxel_chunk_prop_data.h"
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class VoxelWorld;
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class VoxelChunk : public Spatial {
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GDCLASS(VoxelChunk, Spatial);
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public:
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enum {
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VOXEL_CHUNK_STATE_OK = 0,
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VOXEL_CHUNK_STATE_GENERATION_QUEUED = 1,
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VOXEL_CHUNK_STATE_GENERATION = 2,
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VOXEL_CHUNK_STATE_MESH_GENERATION_QUEUED = 3,
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VOXEL_CHUNK_STATE_MESH_GENERATION = 4,
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VOXEL_CHUNK_STATE_MAX = 5,
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};
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enum {
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BUILD_PHASE_DONE = 0,
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BUILD_PHASE_SETUP = 1,
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BUILD_PHASE_TERRARIN_MESH_SETUP = 2,
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BUILD_PHASE_TERRARIN_MESH_COLLIDER = 3,
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BUILD_PHASE_LIGHTS = 4,
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BUILD_PHASE_TERRARIN_MESH = 5,
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BUILD_PHASE_PROP_MESH = 6,
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BUILD_PHASE_PROP_COLLIDER = 7,
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BUILD_PHASE_LIQUID = 8,
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BUILD_PHASE_CLUTTER = 9,
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BUILD_PHASE_MAX = 10
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};
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public:
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bool get_dirty() const;
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void set_dirty(bool value);
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int get_state() const;
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void set_state(int value);
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//Properties
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int get_chunk_position_x();
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void set_chunk_position_x(int value);
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int get_chunk_position_y();
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void set_chunk_position_y(int value);
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int get_chunk_position_z();
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void set_chunk_position_z(int value);
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Vector3i get_chunk_position() const;
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void set_chunk_position(int x, int y, int z);
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int get_chunk_size_x();
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void set_chunk_size_x(int value);
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int get_chunk_size_y();
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void set_chunk_size_y(int value);
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int get_chunk_size_z();
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void set_chunk_size_z(int value);
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Vector3i get_chunk_size() const;
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void set_chunk_size(int x, int y, int z);
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Ref<VoxelmanLibrary> get_library();
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void set_library(Ref<VoxelmanLibrary> value);
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int get_lod_size() const;
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void set_lod_size(int lod_size);
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float get_voxel_scale() const;
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void set_voxel_scale(float value);
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int get_current_build_phase();
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void set_current_build_phase(int value);
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Ref<VoxelMesher> get_mesher() const;
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void set_mesher(Ref<VoxelMesher> mesher);
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VoxelWorld *get_voxel_world() const;
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void set_voxel_world(VoxelWorld *world);
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void set_voxel_world_bind(Node *world);
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bool get_create_collider() const;
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void set_create_collider(bool value);
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bool get_bake_lights() const;
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void set_bake_lights(bool value);
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Ref<VoxelBuffer> get_buffer() const;
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RID get_mesh_rid();
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RID get_mesh_instance_rid();
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RID get_shape_rid();
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RID get_body_rid();
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RID get_prop_mesh_rid();
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RID get_prop_mesh_instance_rid();
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RID get_prop_shape_rid();
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RID get_prop_body_rid();
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RID get_liquid_mesh_rid();
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RID get_liquid_mesh_instance_rid();
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RID get_clutter_mesh_rid();
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RID get_clutter_mesh_instance_rid();
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//Meshing
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void create_mesher();
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void _create_mesher();
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void finalize_mesh();
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void build();
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void build_phase(int phase);
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void _build_phase(int phase);
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void next_phase();
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void clear();
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//Colliders
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void create_colliders();
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void build_collider();
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void remove_colliders();
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//lights
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void add_lights(Array lights);
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void add_voxel_light(Ref<VoxelLight> light);
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void create_voxel_light(const Color color, const int size, const int x, const int y, const int z);
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void remove_voxel_light(Ref<VoxelLight> light);
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void clear_voxel_lights();
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void add_lights_into(Array target);
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void add_unique_lights_into(Array target);
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Array get_lights();
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void bake_lights();
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void bake_light(Ref<VoxelLight> light);
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void clear_baked_lights();
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void add_prop_light(Ref<VoxelLight> light);
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//props
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void add_prop(Ref<VoxelChunkPropData> prop);
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Ref<VoxelChunkPropData> get_prop(int index);
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int get_prop_count();
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void remove_prop(int index);
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void clear_props();
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void process_props();
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void build_prop_meshes();
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void build_prop_collider();
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void free_spawn_props();
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//Meshes
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void allocate_main_mesh();
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void free_main_mesh();
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void allocate_prop_mesh();
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void free_prop_mesh();
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void allocate_prop_colliders();
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void free_prop_colliders();
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void allocate_liquid_mesh();
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void free_liquid_mesh();
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void allocate_clutter_mesh();
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void free_clutter_mesh();
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//Debug
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void create_debug_immediate_geometry();
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void free_debug_immediate_geometry();
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void draw_cross_voxels(Vector3 pos);
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void draw_cross_voxels_fill(Vector3 pos, float fill);
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void draw_debug_voxels(int max, Color color = Color(1, 1, 1));
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void draw_debug_voxel_lights();
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//free
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void free_chunk();
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VoxelChunk();
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~VoxelChunk();
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protected:
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static void _bind_methods();
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bool _dirty;
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int _state;
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int _current_build_phase;
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bool _enabled;
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VoxelWorld *_voxel_world;
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Vector3i _chunk_position;
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Vector3i _chunk_size;
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Ref<VoxelBuffer> _buffer;
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Vector<Ref<VoxelLight> > _voxel_lights;
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int _lod_size;
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float _voxel_scale;
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NodePath _library_path;
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Ref<VoxelmanLibrary> _library;
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Ref<VoxelMesher> _mesher;
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//voxel mesh
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RID _mesh_rid;
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RID _mesh_instance_rid;
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RID _shape_rid;
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RID _body_rid;
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//mergeable props
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Vector<Ref<VoxelChunkPropData> > _props;
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RID _prop_mesh_rid;
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RID _prop_mesh_instance_rid;
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RID _prop_shape_rid;
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RID _prop_body_rid;
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//liquids
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RID _liquid_mesh_rid;
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RID _liquid_mesh_instance_rid;
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//clutter
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RID _clutter_mesh_rid;
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RID _clutter_mesh_instance_rid;
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//spawned props
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Vector<Node *> _spawned_props;
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//debug
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ImmediateGeometry *_debug_drawer;
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bool _build_mesh;
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bool _create_collider;
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bool _bake_lights;
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};
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#endif
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