157 Commits

Author SHA1 Message Date
Marc Gilleron
197c6c71bc Use a pattern matrix to determine side culling, so it can be baked more precisely 2020-02-11 21:20:05 +00:00
Tin Švagelj
e67ec6f207
Added missing semicolons on line endings 2020-02-07 04:52:06 +01:00
Marc Gilleron
87a9766442 voxel_raycast is now template 2020-01-26 20:43:40 +00:00
Marc Gilleron
0ac1b7e6dc Moved edition-related classes to a sub-folder 2020-01-26 20:29:44 +00:00
Cory Petkovsek
9129016567 Fix invisible VoxelTerrain 2020-01-10 19:57:49 +08:00
Marc Gilleron
a11a95bcce Renamed CHANNEL_ISOLEVEL => CHANNEL_SDF 2020-01-02 21:03:44 +00:00
Marc Gilleron
3c3fe017d8 Remove channel enum from Voxel, it was redundant with VoxelBuffer 2020-01-02 20:46:27 +00:00
Marc Gilleron
ebc6be35d1 Implement LOD transitions in VoxelLodTerrain
- VoxelBlock contains 6 optional transition meshes
- VoxelLodTerrain calculates transition masks when block visibility changes
- VoxelMesher can now specify different min and max paddings
- Fix Cube::SIDE_POSITIVE/NEGATIVE_X/Y/Z enum not matching Cube::g_side_normals
- Convert transition masks to make up for the Cube:: inconsistency for now
2019-12-31 16:48:46 +00:00
Marc Gilleron
a9952179a7 Transition meshes WIP and bug fixes
- Allow meshers to specify compression flags
- Use uncompressed COLOR to fit extra vertex data for transition meshes
- Simplify a few interpolations
- Fix a few buffer overruns which were not detected by the debugger
- Use array wrappers to better detect overrun mistakes
2019-12-26 20:29:55 +00:00
Cory Petkovsek
9a06cdd3ef Fix mono build warnings 2019-10-04 02:17:44 +08:00
Marc Gilleron
14bfcb172c Implement voxel tool for classic terrain 2019-09-08 19:42:25 +01:00
Marc Gilleron
b687909806 Save modified blocks, remove some debug code 2019-09-07 21:19:12 +01:00
Marc Gilleron
17c6b1f557 Fixed and tweaked a bunch of things, first working editing with LOD 2019-09-06 23:24:56 +01:00
Marc Gilleron
b284541219 Cleanup includes 2019-09-05 19:43:25 +01:00
Marc Gilleron
4ab688c9be Barebones edition, untested WIP 2019-09-05 02:24:16 +01:00
Marc Gilleron
a24e6d1b5a Use Rect3i::difference, remove check_cell_enters_and_exits for clarity 2019-09-02 20:08:33 +01:00
Marc Gilleron
0e6d3873c7 Properly implement hiding of the terrain node, for LOD it was showing all blocks of all LODs at once 2019-08-31 21:46:40 +01:00
Marc Gilleron
7a7f5f679b Include smooth surface to collision build in VoxelTerrain 2019-08-26 14:00:48 +01:00
Marc Gilleron
d4ed6372b7 Optimize collision shapes, doubles build speed 2019-08-25 22:59:55 +01:00
Marc Gilleron
8fc1e40230 Line up statistics variable names 2019-08-25 18:47:43 +01:00
Marc Gilleron
c13c0fbf20 Fix remaining_main_thread_blocks stat, it wasn't reported 2019-08-25 17:23:25 +01:00
Marc Gilleron
4ec82928b4 Remove redundant VoxelTerrain::BlockDirtyState 2019-08-25 15:14:10 +01:00
Marc Gilleron
4ff5f91e6f Add optional physics collision through node-less static bodies 2019-08-25 13:04:49 +01:00
Marc Gilleron
332041751d Move mesh instance into a thin wrapper 2019-08-25 01:11:38 +01:00
Marc Gilleron
ed2db2b443 Put back meshing threads to 1 for VoxelTerrain, it doesnt react well to unordered block responses 2019-08-24 23:31:48 +01:00
Marc Gilleron
9ca40b854b Don't stop threads when the terrain exits the tree, it prevents saving-on-destroy from completing 2019-08-24 23:26:01 +01:00
Marc Gilleron
f14b374931 Made block size and a few other params modifiable (not so easy, though) 2019-08-24 01:44:27 +01:00
Marc Gilleron
e1d716d454 Merge branch 'master' into persistence 2019-08-17 20:16:22 +01:00
Marc Gilleron
43446356e9 Switch block processing to use arrays instead of single blocks to allow batching 2019-08-16 20:56:07 +01:00
Marc Gilleron
b00ec1ccad Merge branch 'master' into persistence 2019-08-09 20:07:43 +01:00
Cory Petkovsek
2e6256f6a5 Revert adding material property to fix error message 2019-07-06 00:19:29 +09:00
Cory Petkovsek
18626133cd Allow set_material from gdscript 2019-07-04 00:58:39 +09:00
Marc Gilleron
c272a37f1a Merge branch 'master' into persistence
# Conflicts:
#	terrain/block_thread_manager.h
#	terrain/voxel_terrain.cpp
2019-06-25 20:51:35 +01:00
Cory Petkovsek
b13dccd998 Fix gcc shadow warning 2019-06-22 23:24:34 +09:00
Cory Petkovsek
f6a9c5761a Fix gcc sign comparison warnings 2019-06-18 14:24:56 +09:00
Marc Gilleron
3feb32e194 Fix a crash when a VoxelTerrain is created and deleted without ever entering the tree. Was caused by Godot creating dummy instances of VoxelTerrain just to call get_property_list when I open the inspector... 2019-06-02 02:30:22 +01:00
Marc Gilleron
5ecd449acc Fixed VXB saving so that it actually works for lod0-only terrain:
- Don't rely on ERR_FILE_NOT_FOUND, Godot never returns that from FileAccess...
- Fix LOD not used in block coordinates conversion
- Fix block size saved as u8 but read as u32 in meta file
- Fix block file path not being prepended directory path
- Fix negative coord block file path containing overflowed uint
- Fix VoxelDataLoader processor not being assigned block size in some cases
- Fix VoxelDataLoader not processing save requests properly
- Fix VoxelTerrain not actually sending save requests on destruction
2019-06-02 01:59:39 +01:00
Marc Gilleron
439e5d9964 Fix sort heuristic being wrong on pending blocks surviving more than one thread_sync(), we really have to overwrite it 2019-06-02 01:54:17 +01:00
Marc Gilleron
f831d03cf5 Merge branch 'master' into persistence
# Conflicts:
#	terrain/voxel_data_loader.cpp
2019-05-28 01:17:28 +01:00
Marc Gilleron
2c81db52f8 Rename remaining occurences of "provider" => stream 2019-05-28 01:10:50 +01:00
Marc Gilleron
82502d3397 Simple file-per-block saving WIP. Compiles but didn't test. 2019-05-28 00:40:09 +01:00
Marc Gilleron
4a90ca10a5 Rename "provider" files to "stream" 2019-05-25 16:16:03 +01:00
Marc Gilleron
2e1b13ffea Rename VoxelProvider* => VoxelStream* 2019-05-25 16:07:38 +01:00
Marc Gilleron
15ae1b99ba Rename voxel_provider_thread.h => voxel_data_loader.h to match class name 2019-05-25 15:07:16 +01:00
Marc Gilleron
d8cab2d32b Use generic block manager for loading and fix bugs:
- VoxelProviderThread is now VoxelDataLoader and uses generic block manager
- Fixed threads locking up, input mutex was not always unlocked due to for loop exiting early
- Fixed blocks failing to load, region rejection was using invalid pointer
- Fixed block shifting in region rejection, was replacing wrong index in `block_indexes`
- Fixed block region rejection missing blocks, was not stepping back the loop after shifting blocks
- Added output message to notify of block rejection
2019-05-20 20:48:58 +01:00
Marc Gilleron
e47afabe49 Sort blocks using a heuristic, take look direction into account 2019-05-19 21:04:26 +01:00
Marc Gilleron
b9add5d671 Allow more than one thread for mesh updates, also made it generic 2019-05-19 18:27:49 +01:00
Marc Gilleron
38062b32fe Code style 2019-05-19 18:24:03 +01:00
Marc Gilleron
29298958e7 Fix mistake in previous commit about missing binding argument 2019-05-10 00:57:09 +01:00
Marc Gilleron
96183e0c51 Fix missing argument in voxel/block conversion functions 2019-05-09 21:59:03 +01:00