mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
503 lines
15 KiB
C++
503 lines
15 KiB
C++
#include "voxel_chunk.h"
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int VoxelChunk::get_chunk_position_x() {
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return _chunk_position.x;
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}
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void VoxelChunk::set_chunk_position_x(int value) {
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_chunk_position.x = value;
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}
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int VoxelChunk::get_chunk_position_y() {
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return _chunk_position.y;
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}
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void VoxelChunk::set_chunk_position_y(int value) {
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_chunk_position.y = value;
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}
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int VoxelChunk::get_chunk_position_z() {
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return _chunk_position.z;
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}
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void VoxelChunk::set_chunk_position_z(int value) {
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_chunk_position.z = value;
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}
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Vector3i VoxelChunk::get_chunk_position() const {
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return _chunk_position;
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}
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void VoxelChunk::set_chunk_position(int x, int y, int z) {
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_chunk_position.x = x;
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_chunk_position.y = y;
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_chunk_position.z = z;
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}
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int VoxelChunk::get_chunk_size_x() {
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return _chunk_size.x;
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}
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void VoxelChunk::set_chunk_size_x(int value) {
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_chunk_size.x = value;
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}
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int VoxelChunk::get_chunk_size_y() {
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return _chunk_size.y;
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}
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void VoxelChunk::set_chunk_size_y(int value) {
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_chunk_size.y = value;
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}
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int VoxelChunk::get_chunk_size_z() {
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return _chunk_size.z;
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}
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void VoxelChunk::set_chunk_size_z(int value) {
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_chunk_size.z = value;
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}
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Vector3i VoxelChunk::get_chunk_size() const {
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return _chunk_size;
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}
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void VoxelChunk::set_chunk_size(int x, int y, int z) {
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_chunk_size.x = x;
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_chunk_size.y = y;
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_chunk_size.z = z;
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}
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NodePath VoxelChunk::get_mesh_instance_path() const {
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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() const {
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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() const {
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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() const {
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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() const {
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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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if (!_mesher.is_valid()) {
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call("_create_mesher");
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ERR_FAIL_COND(!_mesher.is_valid());
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}
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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::_create_mesher() {
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_mesher = Ref<VoxelMesher>(memnew(VoxelMesher()));
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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_lights(Array lights) {
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for (int i = 0; i < lights.size(); ++i) {
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Ref<VoxelLight> light = Ref<VoxelLight>(lights.get(i));
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if (light.is_valid()) {
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add_voxel_light(light);
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}
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}
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}
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void VoxelChunk::add_voxel_light(Ref<VoxelLight> light) {
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_voxel_lights.push_back(light);
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}
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void VoxelChunk::remove_voxel_light(Ref<VoxelLight> light) {
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for (int i = 0; i < _voxel_lights.size(); ++i) {
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if (_voxel_lights[i] == light) {
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_voxel_lights.remove(i);
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return;
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}
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}
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}
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void VoxelChunk::clear_voxel_lights() {
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_voxel_lights.clear();
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}
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void VoxelChunk::get_lights(Array lights) {
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for (int i = 0; i < _voxel_lights.size(); ++i) {
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lights.append(_voxel_lights[i]);
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}
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}
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void VoxelChunk::bake_lights() {
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clear_baked_lights();
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for (int i = 0; i < _voxel_lights.size(); ++i) {
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bake_light(_voxel_lights[i]);
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}
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}
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void VoxelChunk::bake_light(Ref<VoxelLight> light) {
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ERR_FAIL_COND(!light.is_valid());
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Vector3i wp = light->get_world_position();
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int wpx = wp.x - (_chunk_position.x * _chunk_size.x);
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int wpy = wp.y - (_chunk_position.y * _chunk_size.y);
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int wpz = wp.z - (_chunk_position.z * _chunk_size.z);
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//int wpx = (int)(wp.x / _chunk_size.x) - _chunk_position.x;
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//int wpy = (int)(wp.y / _chunk_size.y) - _chunk_position.y;
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//int wpz = (int)(wp.z / _chunk_size.z) - _chunk_position.z;
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_buffer->add_light(wpx, wpy, wpz, light->get_size(), light->get_color());
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}
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void VoxelChunk::clear_baked_lights() {
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_buffer->clear_lights();
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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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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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_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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int a = 0;
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Vector3i size = _buffer->get_size();
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for (int y = 0; y < size.y; ++y) {
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for (int z = 0; z < size.z; ++z) {
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for (int x = 0; x < size.x; ++x) {
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int type = _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_TYPE);
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if (type == 0) {
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continue;
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}
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draw_cross_voxels(Vector3(x, y, z), _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL) / 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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}
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}
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_debug_drawer->end();
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}
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void VoxelChunk::draw_debug_voxel_lights() {
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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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_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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for (int i = 0; i < _voxel_lights.size(); ++i) {
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Ref<VoxelLight> v = _voxel_lights[i];
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Vector3i pos = v->get_world_position();
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int pos_x = pos.x - (_chunk_size.x * _chunk_position.x);
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int pos_y = pos.y - (_chunk_size.y * _chunk_position.y);
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int pos_z = pos.z - (_chunk_size.z * _chunk_position.z);
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draw_cross_voxels(Vector3(pos_x, pos_y, pos_z), 1.0);
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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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BIND_VMETHOD(MethodInfo("_create_mesher"));
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ClassDB::bind_method(D_METHOD("_create_mesher"), &VoxelChunk::_create_mesher);
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ClassDB::bind_method(D_METHOD("get_chunk_position_x"), &VoxelChunk::get_chunk_position_x);
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ClassDB::bind_method(D_METHOD("set_chunk_position_x", "value"), &VoxelChunk::set_chunk_position_x);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_x"), "set_chunk_position_x", "get_chunk_position_x");
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ClassDB::bind_method(D_METHOD("get_chunk_position_y"), &VoxelChunk::get_chunk_position_y);
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ClassDB::bind_method(D_METHOD("set_chunk_position_y", "value"), &VoxelChunk::set_chunk_position_y);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_y"), "set_chunk_position_y", "get_chunk_position_y");
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ClassDB::bind_method(D_METHOD("get_chunk_position_z"), &VoxelChunk::get_chunk_position_z);
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ClassDB::bind_method(D_METHOD("set_chunk_position_z", "value"), &VoxelChunk::set_chunk_position_z);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_z"), "set_chunk_position_x", "get_chunk_position_z");
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ClassDB::bind_method(D_METHOD("set_chunk_position", "x", "y", "z"), &VoxelChunk::set_chunk_position);
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ClassDB::bind_method(D_METHOD("get_chunk_size_x"), &VoxelChunk::get_chunk_size_x);
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ClassDB::bind_method(D_METHOD("set_chunk_size_x", "value"), &VoxelChunk::set_chunk_size_x);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_x"), "set_chunk_size_x", "get_chunk_size_x");
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ClassDB::bind_method(D_METHOD("get_chunk_size_y"), &VoxelChunk::get_chunk_size_y);
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ClassDB::bind_method(D_METHOD("set_chunk_size_y", "value"), &VoxelChunk::set_chunk_size_y);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_y"), "set_chunk_size_y", "get_chunk_size_y");
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ClassDB::bind_method(D_METHOD("get_chunk_size_z"), &VoxelChunk::get_chunk_size_z);
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ClassDB::bind_method(D_METHOD("set_chunk_size_z", "value"), &VoxelChunk::set_chunk_size_z);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_z"), "set_chunk_size_x", "get_chunk_size_z");
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ClassDB::bind_method(D_METHOD("set_chunk_size", "x", "y", "z"), &VoxelChunk::set_chunk_size);
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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);
|
|
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("add_lights", "lights"), &VoxelChunk::add_lights);
|
|
ClassDB::bind_method(D_METHOD("add_voxel_light", "light"), &VoxelChunk::add_voxel_light);
|
|
ClassDB::bind_method(D_METHOD("remove_voxel_light", "light"), &VoxelChunk::remove_voxel_light);
|
|
ClassDB::bind_method(D_METHOD("clear_voxel_lights"), &VoxelChunk::clear_voxel_lights);
|
|
ClassDB::bind_method(D_METHOD("get_lights", "lights"), &VoxelChunk::get_lights);
|
|
ClassDB::bind_method(D_METHOD("bake_lights"), &VoxelChunk::bake_lights);
|
|
ClassDB::bind_method(D_METHOD("bake_light", "light"), &VoxelChunk::bake_light);
|
|
ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights);
|
|
|
|
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"), &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();
|
|
}
|
|
}
|