godot_voxel/terrain/voxel_terrain.cpp

1435 lines
46 KiB
C++

#include "voxel_terrain.h"
#include "../constants/voxel_constants.h"
#include "../constants/voxel_string_names.h"
#include "../edition/voxel_tool_terrain.h"
#include "../server/voxel_server.h"
#include "../util/funcs.h"
#include "../util/godot/funcs.h"
#include "../util/macros.h"
#include "../util/profiling.h"
#include "../util/profiling_clock.h"
#include <core/core_string_names.h>
#include <core/engine.h>
#include <scene/3d/mesh_instance.h>
VoxelTerrain::VoxelTerrain() {
// Note: don't do anything heavy in the constructor.
// Godot may create and destroy dozens of instances of all node types on startup,
// due to how ClassDB gets its default values.
set_notify_transform(true);
// TODO Should it actually be finite for better discovery?
// Infinite by default
_bounds_in_voxels = Box3i::from_center_extents(Vector3i(0), Vector3i(VoxelConstants::MAX_VOLUME_EXTENT));
struct ApplyMeshUpdateTask : public IVoxelTimeSpreadTask {
void run() override {
if (!VoxelServer::get_singleton()->is_volume_valid(volume_id)) {
// The node can have been destroyed while this task was still pending
PRINT_VERBOSE("Cancelling ApplyMeshUpdateTask, volume_id is invalid");
return;
}
self->apply_mesh_update(data);
}
uint32_t volume_id = 0;
VoxelTerrain *self = nullptr;
VoxelServer::BlockMeshOutput data;
};
// Mesh updates are spread over frames by scheduling them in a task runner of VoxelServer,
// but instead of using a reception buffer we use a callback,
// because this kind of task scheduling would otherwise delay the update by 1 frame
_reception_buffers.callback_data = this;
_reception_buffers.mesh_output_callback = [](void *cb_data, const VoxelServer::BlockMeshOutput &ob) {
VoxelTerrain *self = reinterpret_cast<VoxelTerrain *>(cb_data);
ApplyMeshUpdateTask *task = memnew(ApplyMeshUpdateTask);
task->volume_id = self->_volume_id;
task->self = self;
task->data = ob;
VoxelServer::get_singleton()->push_time_spread_task(task);
};
_volume_id = VoxelServer::get_singleton()->add_volume(&_reception_buffers, VoxelServer::VOLUME_SPARSE_GRID);
// For ease of use in editor
Ref<VoxelMesherBlocky> default_mesher;
default_mesher.instance();
_mesher = default_mesher;
}
VoxelTerrain::~VoxelTerrain() {
PRINT_VERBOSE("Destroying VoxelTerrain");
VoxelServer::get_singleton()->remove_volume(_volume_id);
}
// TODO See if there is a way to specify materials in voxels directly?
bool VoxelTerrain::_set(const StringName &p_name, const Variant &p_value) {
if (p_name.operator String().begins_with("material/")) {
unsigned int idx = p_name.operator String().get_slicec('/', 1).to_int();
ERR_FAIL_COND_V(idx >= VoxelMesherBlocky::MAX_MATERIALS || idx < 0, false);
set_material(idx, p_value);
return true;
}
return false;
}
bool VoxelTerrain::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name.operator String().begins_with("material/")) {
unsigned int idx = p_name.operator String().get_slicec('/', 1).to_int();
ERR_FAIL_COND_V(idx >= VoxelMesherBlocky::MAX_MATERIALS || idx < 0, false);
r_ret = get_material(idx);
return true;
}
return false;
}
void VoxelTerrain::_get_property_list(List<PropertyInfo> *p_list) const {
// Need to add a group here because otherwise it appears under the last group declared in `_bind_methods`
p_list->push_back(PropertyInfo(Variant::NIL, "Materials", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_GROUP));
for (unsigned int i = 0; i < VoxelMesherBlocky::MAX_MATERIALS; ++i) {
p_list->push_back(PropertyInfo(
Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"));
}
}
void VoxelTerrain::set_stream(Ref<VoxelStream> p_stream) {
if (p_stream == _stream) {
return;
}
_stream = p_stream;
#ifdef TOOLS_ENABLED
if (_stream.is_valid()) {
if (Engine::get_singleton()->is_editor_hint()) {
Ref<Script> script = _stream->get_script();
if (script.is_valid()) {
// Safety check. It's too easy to break threads by making a script reload.
// You can turn it back on, but be careful.
_run_stream_in_editor = false;
_change_notify();
}
}
}
#endif
_on_stream_params_changed();
}
Ref<VoxelStream> VoxelTerrain::get_stream() const {
return _stream;
}
void VoxelTerrain::set_generator(Ref<VoxelGenerator> p_generator) {
if (p_generator == _generator) {
return;
}
_generator = p_generator;
#ifdef TOOLS_ENABLED
if (_generator.is_valid()) {
if (Engine::get_singleton()->is_editor_hint()) {
Ref<Script> script = _generator->get_script();
if (script.is_valid()) {
// Safety check. It's too easy to break threads by making a script reload.
// You can turn it back on, but be careful.
_run_stream_in_editor = false;
_change_notify();
}
}
}
#endif
_on_stream_params_changed();
}
Ref<VoxelGenerator> VoxelTerrain::get_generator() const {
return _generator;
}
void VoxelTerrain::set_data_block_size_po2(unsigned int p_block_size_po2) {
ERR_FAIL_COND(p_block_size_po2 < 1);
ERR_FAIL_COND(p_block_size_po2 > 32);
unsigned int block_size_po2 = p_block_size_po2;
if (_stream.is_valid()) {
block_size_po2 = _stream->get_block_size_po2();
}
if (block_size_po2 == get_data_block_size_pow2()) {
return;
}
_set_block_size_po2(block_size_po2);
_on_stream_params_changed();
}
void VoxelTerrain::_set_block_size_po2(int p_block_size_po2) {
_data_map.create(p_block_size_po2, 0);
}
unsigned int VoxelTerrain::get_data_block_size_pow2() const {
return _data_map.get_block_size_pow2();
}
unsigned int VoxelTerrain::get_mesh_block_size_pow2() const {
return _mesh_map.get_block_size_pow2();
}
void VoxelTerrain::set_mesh_block_size(unsigned int mesh_block_size) {
mesh_block_size = clamp(mesh_block_size, get_data_block_size(), VoxelConstants::MAX_BLOCK_SIZE);
unsigned int po2;
switch (mesh_block_size) {
case 16:
po2 = 4;
break;
case 32:
po2 = 5;
break;
default:
mesh_block_size = 16;
po2 = 4;
break;
}
if (mesh_block_size == get_mesh_block_size()) {
return;
}
// Unload all mesh blocks regardless of refcount
_mesh_map.create(po2, 0);
// Make paired viewers re-view the new meshable area
for (unsigned int i = 0; i < _paired_viewers.size(); ++i) {
PairedViewer &viewer = _paired_viewers[i];
// Resetting both because it's a re-initialization.
// We could also be doing that before or after their are shifted.
viewer.state.mesh_box = Box3i();
viewer.prev_state.mesh_box = Box3i();
}
VoxelServer::get_singleton()->set_volume_render_block_size(_volume_id, mesh_block_size);
// No update on bounds because we can support a mismatch, as long as it is a multiple of data block size
//set_bounds(_bounds_in_voxels);
}
void VoxelTerrain::restart_stream() {
_on_stream_params_changed();
}
void VoxelTerrain::_on_stream_params_changed() {
stop_streamer();
stop_updater();
if (_stream.is_valid()) {
const int stream_block_size_po2 = _stream->get_block_size_po2();
_set_block_size_po2(stream_block_size_po2);
}
VoxelServer::get_singleton()->set_volume_data_block_size(_volume_id, 1 << get_data_block_size_pow2());
VoxelServer::get_singleton()->set_volume_render_block_size(_volume_id, 1 << get_mesh_block_size_pow2());
// The whole map might change, so regenerate it
reset_map();
if ((_stream.is_valid() || _generator.is_valid()) &&
(Engine::get_singleton()->is_editor_hint() == false || _run_stream_in_editor)) {
start_streamer();
start_updater();
}
update_configuration_warning();
}
Ref<VoxelMesher> VoxelTerrain::get_mesher() const {
return _mesher;
}
void VoxelTerrain::set_mesher(Ref<VoxelMesher> mesher) {
if (mesher == _mesher) {
return;
}
_mesher = mesher;
stop_updater();
if (_mesher.is_valid()) {
start_updater();
// Voxel appearance might completely change
remesh_all_blocks();
}
update_configuration_warning();
}
Ref<VoxelLibrary> VoxelTerrain::get_voxel_library() const {
Ref<VoxelMesherBlocky> blocky_mesher = _mesher;
if (blocky_mesher.is_valid()) {
return blocky_mesher->get_library();
}
return Ref<VoxelLibrary>();
}
void VoxelTerrain::set_generate_collisions(bool enabled) {
_generate_collisions = enabled;
}
void VoxelTerrain::set_collision_layer(int layer) {
_collision_layer = layer;
_mesh_map.for_all_blocks([layer](VoxelMeshBlock *block) {
block->set_collision_layer(layer);
});
}
int VoxelTerrain::get_collision_layer() const {
return _collision_layer;
}
void VoxelTerrain::set_collision_mask(int mask) {
_collision_mask = mask;
_mesh_map.for_all_blocks([mask](VoxelMeshBlock *block) {
block->set_collision_mask(mask);
});
}
int VoxelTerrain::get_collision_mask() const {
return _collision_mask;
}
void VoxelTerrain::set_collision_margin(float margin) {
_collision_margin = margin;
_mesh_map.for_all_blocks([margin](VoxelMeshBlock *block) {
block->set_collision_margin(margin);
});
}
float VoxelTerrain::get_collision_margin() const {
return _collision_margin;
}
unsigned int VoxelTerrain::get_max_view_distance() const {
return _max_view_distance_voxels;
}
void VoxelTerrain::set_max_view_distance(unsigned int distance_in_voxels) {
ERR_FAIL_COND(distance_in_voxels < 0);
_max_view_distance_voxels = distance_in_voxels;
}
void VoxelTerrain::set_material(unsigned int id, Ref<Material> material) {
// TODO Update existing block surfaces
ERR_FAIL_COND(id < 0 || id >= VoxelMesherBlocky::MAX_MATERIALS);
_materials[id] = material;
}
Ref<Material> VoxelTerrain::get_material(unsigned int id) const {
ERR_FAIL_COND_V(id < 0 || id >= VoxelMesherBlocky::MAX_MATERIALS, Ref<Material>());
return _materials[id];
}
void VoxelTerrain::try_schedule_mesh_update(VoxelMeshBlock *mesh_block) {
CRASH_COND(mesh_block == nullptr);
if (mesh_block->get_mesh_state() == VoxelMeshBlock::MESH_UPDATE_NOT_SENT) {
// Already in the list
return;
}
if (mesh_block->mesh_viewers.get() == 0 && mesh_block->collision_viewers.get() == 0) {
// No viewers want mesh on this block (why even call this function then?)
return;
}
const int render_to_data_factor = get_mesh_block_size() / get_data_block_size();
const Box3i bounds_in_data_blocks = _bounds_in_voxels.downscaled(get_data_block_size());
// Pad by 1 because meshing needs neighbors
const Box3i data_box = Box3i(mesh_block->position * render_to_data_factor, Vector3i(render_to_data_factor))
.padded(1)
.clipped(bounds_in_data_blocks);
// If we get an empty box at this point, something is wrong with the caller
ERR_FAIL_COND(data_box.is_empty());
// Check if we have the data
const bool data_available = data_box.all_cells_match([this](Vector3i bpos) {
return _data_map.has_block(bpos);
});
if (data_available) {
// Regardless of if the updater is updating the block already,
// the block could have been modified again so we schedule another update
mesh_block->set_mesh_state(VoxelMeshBlock::MESH_UPDATE_NOT_SENT);
_blocks_pending_update.push_back(mesh_block->position);
}
}
void VoxelTerrain::view_data_block(Vector3i bpos) {
VoxelDataBlock *block = _data_map.get_block(bpos);
if (block == nullptr) {
// The block isn't loaded
LoadingBlock *loading_block = _loading_blocks.getptr(bpos);
if (loading_block == nullptr) {
// First viewer to request it
LoadingBlock new_loading_block;
new_loading_block.viewers.add();
// Schedule a loading request
_loading_blocks.set(bpos, new_loading_block);
_blocks_pending_load.push_back(bpos);
} else {
// More viewers
loading_block->viewers.add();
}
} else {
// The block is loaded
block->viewers.add();
// TODO viewers with varying flags during the game is not supported at the moment.
// They have to be re-created, which may cause world re-load...
}
}
void VoxelTerrain::view_mesh_block(Vector3i bpos, bool mesh_flag, bool collision_flag) {
if (mesh_flag == false && collision_flag == false) {
// Why even call the function?
return;
}
VoxelMeshBlock *block = _mesh_map.get_block(bpos);
if (block == nullptr) {
// Create if not found
block = VoxelMeshBlock::create(bpos, get_mesh_block_size(), 0);
block->set_world(get_world());
_mesh_map.set_block(bpos, block);
}
if (mesh_flag) {
block->mesh_viewers.add();
}
if (collision_flag) {
block->collision_viewers.add();
}
// This is needed in case a viewer wants to view meshes in places data blocks are already present.
// Before that, meshes were updated only when a data block was loaded or modified,
// so changing block size or viewer flags did not make meshes appear.
try_schedule_mesh_update(block);
// TODO viewers with varying flags during the game is not supported at the moment.
// They have to be re-created, which may cause world re-load...
}
void VoxelTerrain::unview_data_block(Vector3i bpos) {
VoxelDataBlock *block = _data_map.get_block(bpos);
if (block == nullptr) {
// The block isn't loaded
LoadingBlock *loading_block = _loading_blocks.getptr(bpos);
if (loading_block == nullptr) {
PRINT_VERBOSE("Request to unview a loading block that was never requested");
// Not expected, but fine I guess
return;
}
loading_block->viewers.remove();
if (loading_block->viewers.get() == 0) {
// No longer want to load it
_loading_blocks.erase(bpos);
// TODO Do we really need that vector after all?
for (size_t i = 0; i < _blocks_pending_load.size(); ++i) {
if (_blocks_pending_load[i] == bpos) {
_blocks_pending_load[i] = _blocks_pending_load.back();
_blocks_pending_load.pop_back();
break;
}
}
}
} else {
// The block is loaded
block->viewers.remove();
if (block->viewers.get() == 0) {
// The block itself is no longer wanted
unload_data_block(bpos);
}
}
}
void VoxelTerrain::unview_mesh_block(Vector3i bpos, bool mesh_flag, bool collision_flag) {
VoxelMeshBlock *block = _mesh_map.get_block(bpos);
// Mesh blocks are created on first view call,
// so that would mean we unview one without viewing it in the first place
ERR_FAIL_COND(block == nullptr);
if (mesh_flag) {
block->mesh_viewers.remove();
if (block->mesh_viewers.get() == 0) {
// Mesh no longer required
block->drop_mesh();
}
}
if (collision_flag) {
block->collision_viewers.remove();
if (block->collision_viewers.get() == 0) {
// Collision no longer required
block->drop_collision();
}
}
if (block->collision_viewers.get() == 0 && block->collision_viewers.get() == 0) {
unload_mesh_block(bpos);
}
}
namespace {
struct ScheduleSaveAction {
std::vector<VoxelTerrain::BlockToSave> &blocks_to_save;
bool with_copy;
void operator()(VoxelDataBlock *block) {
// TODO Don't ask for save if the stream doesn't support it!
if (block->is_modified()) {
//print_line(String("Scheduling save for block {0}").format(varray(block->position.to_vec3())));
VoxelTerrain::BlockToSave b;
if (with_copy) {
RWLockRead lock(block->get_voxels().get_lock());
b.voxels = gd_make_shared<VoxelBufferInternal>();
block->get_voxels_const().duplicate_to(*b.voxels, true);
} else {
b.voxels = block->get_voxels_shared();
}
b.position = block->position;
blocks_to_save.push_back(b);
block->set_modified(false);
}
}
};
} // namespace
void VoxelTerrain::unload_data_block(Vector3i bpos) {
_data_map.remove_block(bpos, [this, bpos](VoxelDataBlock *block) {
emit_data_block_unloaded(block);
// Note: no need to copy the block because it gets removed from the map anyways
ScheduleSaveAction{ _blocks_to_save, false }(block);
});
_loading_blocks.erase(bpos);
// Blocks in the update queue will be cancelled in _process,
// because it's too expensive to linear-search all blocks for each block
}
void VoxelTerrain::unload_mesh_block(Vector3i bpos) {
_mesh_map.remove_block(bpos, VoxelMeshMap::NoAction());
}
void VoxelTerrain::save_all_modified_blocks(bool with_copy) {
// That may cause a stutter, so should be used when the player won't notice
_data_map.for_all_blocks(ScheduleSaveAction{ _blocks_to_save, with_copy });
// And flush immediately
send_block_data_requests();
}
const VoxelTerrain::Stats &VoxelTerrain::get_stats() const {
return _stats;
}
Dictionary VoxelTerrain::_b_get_statistics() const {
Dictionary d;
// Breakdown of time spent in _process
d["time_detect_required_blocks"] = _stats.time_detect_required_blocks;
d["time_request_blocks_to_load"] = _stats.time_request_blocks_to_load;
d["time_process_load_responses"] = _stats.time_process_load_responses;
d["time_request_blocks_to_update"] = _stats.time_request_blocks_to_update;
d["dropped_block_loads"] = _stats.dropped_block_loads;
d["dropped_block_meshs"] = _stats.dropped_block_meshs;
d["updated_blocks"] = _stats.updated_blocks;
return d;
}
void VoxelTerrain::start_updater() {
Ref<VoxelMesherBlocky> blocky_mesher = _mesher;
if (blocky_mesher.is_valid()) {
Ref<VoxelLibrary> library = blocky_mesher->get_library();
if (library.is_valid()) {
// TODO Any way to execute this function just after the TRES resource loader has finished to load?
// VoxelLibrary should be baked ahead of time, like MeshLibrary
library->bake();
}
}
VoxelServer::get_singleton()->set_volume_mesher(_volume_id, _mesher);
}
void VoxelTerrain::stop_updater() {
struct ResetMeshStateAction {
void operator()(VoxelMeshBlock *block) {
if (block->get_mesh_state() == VoxelMeshBlock::MESH_UPDATE_SENT) {
block->set_mesh_state(VoxelMeshBlock::MESH_UPDATE_NOT_SENT);
}
}
};
VoxelServer::get_singleton()->invalidate_volume_mesh_requests(_volume_id);
VoxelServer::get_singleton()->set_volume_mesher(_volume_id, Ref<VoxelMesher>());
// TODO We can still receive a few mesh delayed mesh updates after this. Is it a problem?
//_reception_buffers.mesh_output.clear();
_blocks_pending_update.clear();
ResetMeshStateAction a;
_mesh_map.for_all_blocks(a);
}
void VoxelTerrain::remesh_all_blocks() {
_mesh_map.for_all_blocks([this](VoxelMeshBlock *block) {
try_schedule_mesh_update(block);
});
}
void VoxelTerrain::start_streamer() {
VoxelServer::get_singleton()->set_volume_stream(_volume_id, _stream);
VoxelServer::get_singleton()->set_volume_generator(_volume_id, _generator);
}
void VoxelTerrain::stop_streamer() {
VoxelServer::get_singleton()->set_volume_stream(_volume_id, Ref<VoxelStream>());
VoxelServer::get_singleton()->set_volume_generator(_volume_id, Ref<VoxelGenerator>());
_loading_blocks.clear();
_blocks_pending_load.clear();
_reception_buffers.data_output.clear();
}
void VoxelTerrain::reset_map() {
// Discard everything, to reload it all
_data_map.for_all_blocks([this](VoxelDataBlock *block) {
emit_data_block_unloaded(block);
});
_data_map.create(get_data_block_size_pow2(), 0);
_mesh_map.create(get_mesh_block_size_pow2(), 0);
_loading_blocks.clear();
_blocks_pending_load.clear();
_blocks_pending_update.clear();
_blocks_to_save.clear();
// No need to care about refcounts, we drop everything anyways. Will pair it back on next process.
_paired_viewers.clear();
}
void VoxelTerrain::post_edit_voxel(Vector3i pos) {
post_edit_area(Box3i(pos, Vector3i(1, 1, 1)));
}
void VoxelTerrain::try_schedule_mesh_update_from_data(const Box3i &box_in_voxels) {
// We pad by 1 because neighbor blocks might be affected visually (for example, baked ambient occlusion)
const Box3i mesh_box = box_in_voxels.padded(1).downscaled(get_mesh_block_size());
mesh_box.for_each_cell([this](Vector3i pos) {
VoxelMeshBlock *block = _mesh_map.get_block(pos);
// There isn't necessarily a mesh block, if the edit happens in a boundary,
// or if it is done next to a viewer that doesn't need meshes
if (block != nullptr) {
try_schedule_mesh_update(block);
}
});
}
void VoxelTerrain::post_edit_area(Box3i box_in_voxels) {
box_in_voxels.clip(_bounds_in_voxels);
// Mark data as modified
const Box3i data_box = box_in_voxels.downscaled(get_data_block_size());
data_box.for_each_cell([this](Vector3i pos) {
VoxelDataBlock *block = _data_map.get_block(pos);
// The edit can happen next to a boundary
if (block != nullptr) {
block->set_modified(true);
}
});
try_schedule_mesh_update_from_data(box_in_voxels);
}
void VoxelTerrain::_notification(int p_what) {
struct SetWorldAction {
World *world;
SetWorldAction(World *w) :
world(w) {}
void operator()(VoxelMeshBlock *block) {
block->set_world(world);
}
};
struct SetParentVisibilityAction {
bool visible;
SetParentVisibilityAction(bool v) :
visible(v) {}
void operator()(VoxelMeshBlock *block) {
block->set_parent_visible(visible);
}
};
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
set_process(true);
break;
case NOTIFICATION_PROCESS:
// Can't do that in enter tree because Godot is "still setting up children".
// Can't do that in ready either because Godot says node state is locked.
// This hack is quite miserable.
VoxelServerUpdater::ensure_existence(get_tree());
_process();
break;
case NOTIFICATION_EXIT_TREE:
break;
case NOTIFICATION_ENTER_WORLD:
_mesh_map.for_all_blocks(SetWorldAction(*get_world()));
break;
case NOTIFICATION_EXIT_WORLD:
_mesh_map.for_all_blocks(SetWorldAction(nullptr));
break;
case NOTIFICATION_VISIBILITY_CHANGED:
_mesh_map.for_all_blocks(SetParentVisibilityAction(is_visible()));
break;
case NOTIFICATION_TRANSFORM_CHANGED: {
const Transform transform = get_global_transform();
VoxelServer::get_singleton()->set_volume_transform(_volume_id, transform);
if (!is_inside_tree()) {
// The transform and other properties can be set by the scene loader,
// before we enter the tree
return;
}
_mesh_map.for_all_blocks([&transform](VoxelMeshBlock *block) {
block->set_parent_transform(transform);
});
} break;
default:
break;
}
}
void VoxelTerrain::send_block_data_requests() {
VOXEL_PROFILE_SCOPE();
// Blocks to load
for (size_t i = 0; i < _blocks_pending_load.size(); ++i) {
const Vector3i block_pos = _blocks_pending_load[i];
// TODO Batch request
VoxelServer::get_singleton()->request_block_load(_volume_id, block_pos, 0, false);
}
// Blocks to save
if (_stream.is_valid()) {
for (unsigned int i = 0; i < _blocks_to_save.size(); ++i) {
PRINT_VERBOSE(String("Requesting save of block {0}").format(varray(_blocks_to_save[i].position.to_vec3())));
const BlockToSave b = _blocks_to_save[i];
// TODO Batch request
VoxelServer::get_singleton()->request_voxel_block_save(_volume_id, b.voxels, b.position, 0);
}
} else {
if (_blocks_to_save.size() > 0) {
PRINT_VERBOSE(String("Not saving {0} blocks because no stream is assigned")
.format(varray(SIZE_T_TO_VARIANT(_blocks_to_save.size()))));
}
}
//print_line(String("Sending {0} block requests").format(varray(input.blocks_to_emerge.size())));
_blocks_pending_load.clear();
_blocks_to_save.clear();
}
void VoxelTerrain::emit_data_block_loaded(const VoxelDataBlock *block) {
const Variant vpos = block->position.to_vec3();
// Not sure about exposing buffers directly... some stuff on them is useful to obtain directly,
// but also it allows scripters to mess with voxels in a way they should not.
// Example: modifying voxels without locking them first, while another thread may be reading them at the same time.
// The same thing could happen the other way around (threaded task modifying voxels while you try to read them).
// It isn't planned to expose VoxelBuffer locks because there are too many of them,
// it may likely shift to another system in the future, and might even be changed to no longer inherit Reference.
// So unless this is absolutely necessary, buffers aren't exposed. Workaround: use VoxelTool
//const Variant vbuffer = block->voxels;
//const Variant *args[2] = { &vpos, &vbuffer };
const Variant *args[1] = { &vpos };
emit_signal(VoxelStringNames::get_singleton()->block_loaded, args, 1);
}
void VoxelTerrain::emit_data_block_unloaded(const VoxelDataBlock *block) {
const Variant vpos = block->position.to_vec3();
// const Variant vbuffer = block->voxels;
// const Variant *args[2] = { &vpos, &vbuffer };
const Variant *args[1] = { &vpos };
emit_signal(VoxelStringNames::get_singleton()->block_unloaded, args, 1);
}
bool VoxelTerrain::try_get_paired_viewer_index(uint32_t id, size_t &out_i) const {
for (size_t i = 0; i < _paired_viewers.size(); ++i) {
const PairedViewer &p = _paired_viewers[i];
if (p.id == id) {
out_i = i;
return true;
}
}
return false;
}
void VoxelTerrain::_process() {
VOXEL_PROFILE_SCOPE();
process_viewers();
process_received_data_blocks();
process_meshing();
}
void VoxelTerrain::process_viewers() {
ProfilingClock profiling_clock;
// Ordered by ascending index in paired viewers list
std::vector<size_t> unpaired_viewer_indexes;
// Update viewers
{
// Our node doesn't have bounds yet, so for now viewers are always paired.
// TODO Update: the node has bounds now, need to change this
// Destroyed viewers
for (size_t i = 0; i < _paired_viewers.size(); ++i) {
PairedViewer &p = _paired_viewers[i];
if (!VoxelServer::get_singleton()->viewer_exists(p.id)) {
PRINT_VERBOSE("Detected destroyed viewer in VoxelTerrain");
// Interpret removal as nullified view distance so the same code handling loading of blocks
// will be used to unload those viewed by this viewer.
// We'll actually remove unpaired viewers in a second pass.
p.state.view_distance_voxels = 0;
unpaired_viewer_indexes.push_back(i);
}
}
const Transform local_to_world_transform = get_global_transform();
const Transform world_to_local_transform = local_to_world_transform.affine_inverse();
// Note, this does not support non-uniform scaling
// TODO There is probably a better way to do this
const float view_distance_scale = world_to_local_transform.basis.xform(Vector3(1, 0, 0)).length();
const Box3i bounds_in_data_blocks = _bounds_in_voxels.downscaled(get_data_block_size());
const Box3i bounds_in_mesh_blocks = _bounds_in_voxels.downscaled(get_mesh_block_size());
struct UpdatePairedViewer {
VoxelTerrain &self;
const Box3i bounds_in_data_blocks;
const Box3i bounds_in_mesh_blocks;
const Transform world_to_local_transform;
const float view_distance_scale;
inline void operator()(const VoxelServer::Viewer &viewer, uint32_t viewer_id) {
size_t paired_viewer_index;
if (!self.try_get_paired_viewer_index(viewer_id, paired_viewer_index)) {
PairedViewer p;
p.id = viewer_id;
paired_viewer_index = self._paired_viewers.size();
self._paired_viewers.push_back(p);
}
PairedViewer &paired_viewer = self._paired_viewers[paired_viewer_index];
paired_viewer.prev_state = paired_viewer.state;
PairedViewer::State &state = paired_viewer.state;
const unsigned int view_distance_voxels =
static_cast<unsigned int>(static_cast<float>(viewer.view_distance) * view_distance_scale);
const Vector3 local_position = world_to_local_transform.xform(viewer.world_position);
state.view_distance_voxels = min(view_distance_voxels, self._max_view_distance_voxels);
state.local_position_voxels = Vector3i::from_floored(local_position);
state.requires_collisions = VoxelServer::get_singleton()->is_viewer_requiring_collisions(viewer_id);
state.requires_meshes = VoxelServer::get_singleton()->is_viewer_requiring_visuals(viewer_id);
// Update data and mesh view boxes
const int data_block_size = self.get_data_block_size();
const int mesh_block_size = self.get_mesh_block_size();
int view_distance_data_blocks;
Vector3i data_block_pos;
if (state.requires_meshes || state.requires_collisions) {
const int view_distance_mesh_blocks = ceildiv(state.view_distance_voxels, mesh_block_size);
const int render_to_data_factor = (mesh_block_size / data_block_size);
const Vector3i mesh_block_pos = state.local_position_voxels.floordiv(mesh_block_size);
// Adding one block of padding because meshing requires neighbors
view_distance_data_blocks = view_distance_mesh_blocks * render_to_data_factor + 1;
data_block_pos = mesh_block_pos * render_to_data_factor;
state.mesh_box = Box3i::from_center_extents(mesh_block_pos, Vector3i(view_distance_mesh_blocks))
.clipped(bounds_in_mesh_blocks);
} else {
view_distance_data_blocks = ceildiv(state.view_distance_voxels, data_block_size);
data_block_pos = state.local_position_voxels.floordiv(data_block_size);
state.mesh_box = Box3i();
}
state.data_box = Box3i::from_center_extents(data_block_pos, Vector3i(view_distance_data_blocks))
.clipped(bounds_in_data_blocks);
}
};
// New viewers and updates
UpdatePairedViewer u{
*this,
bounds_in_data_blocks,
bounds_in_mesh_blocks,
world_to_local_transform,
view_distance_scale
};
VoxelServer::get_singleton()->for_each_viewer(u);
}
const bool stream_enabled = (_stream.is_valid() || _generator.is_valid()) &&
(Engine::get_singleton()->is_editor_hint() == false || _run_stream_in_editor);
// Find out which blocks need to appear and which need to be unloaded
if (stream_enabled) {
VOXEL_PROFILE_SCOPE();
for (size_t i = 0; i < _paired_viewers.size(); ++i) {
const PairedViewer &viewer = _paired_viewers[i];
{
const Box3i &new_data_box = viewer.state.data_box;
const Box3i &prev_data_box = viewer.prev_state.data_box;
if (prev_data_box != new_data_box) {
VOXEL_PROFILE_SCOPE();
// Unview blocks that just fell out of range
prev_data_box.difference(new_data_box, [this, &viewer](Box3i out_of_range_box) {
out_of_range_box.for_each_cell([this, &viewer](Vector3i bpos) {
unview_data_block(bpos);
});
});
// View blocks that just entered the range
new_data_box.difference(prev_data_box, [this, &viewer](Box3i box_to_load) {
box_to_load.for_each_cell([this, &viewer](Vector3i bpos) {
// Load or update block
view_data_block(bpos);
});
});
}
}
{
const Box3i &new_mesh_box = viewer.state.mesh_box;
const Box3i &prev_mesh_box = viewer.prev_state.mesh_box;
if (prev_mesh_box != new_mesh_box) {
VOXEL_PROFILE_SCOPE();
// Unview blocks that just fell out of range
prev_mesh_box.difference(new_mesh_box, [this, &viewer](Box3i out_of_range_box) {
out_of_range_box.for_each_cell([this, &viewer](Vector3i bpos) {
unview_mesh_block(bpos,
viewer.prev_state.requires_meshes,
viewer.prev_state.requires_collisions);
});
});
// View blocks that just entered the range
new_mesh_box.difference(prev_mesh_box, [this, &viewer](Box3i box_to_load) {
box_to_load.for_each_cell([this, &viewer](Vector3i bpos) {
// Load or update block
view_mesh_block(bpos,
viewer.state.requires_meshes,
viewer.state.requires_collisions);
});
});
}
// Blocks that remained within range of the viewer may need some changes too if viewer flags were modified.
// This operates on a DISTINCT set of blocks than the one above.
if (viewer.state.requires_collisions != viewer.prev_state.requires_collisions) {
const Box3i box = new_mesh_box.clipped(prev_mesh_box);
if (viewer.state.requires_collisions) {
box.for_each_cell([this](Vector3i bpos) {
view_mesh_block(bpos, false, true);
});
} else {
box.for_each_cell([this](Vector3i bpos) {
unview_mesh_block(bpos, false, true);
});
}
}
if (viewer.state.requires_meshes != viewer.prev_state.requires_meshes) {
const Box3i box = new_mesh_box.clipped(prev_mesh_box);
if (viewer.state.requires_meshes) {
box.for_each_cell([this](Vector3i bpos) {
view_mesh_block(bpos, true, false);
});
} else {
box.for_each_cell([this](Vector3i bpos) {
unview_mesh_block(bpos, true, false);
});
}
}
}
}
}
_stats.time_detect_required_blocks = profiling_clock.restart();
// We no longer need unpaired viewers.
for (size_t i = 0; i < unpaired_viewer_indexes.size(); ++i) {
PRINT_VERBOSE("Unpairing viewer from VoxelTerrain");
// Iterating backward so indexes of paired viewers will not change because of the removal
const size_t vi = unpaired_viewer_indexes[unpaired_viewer_indexes.size() - i - 1];
_paired_viewers[vi] = _paired_viewers.back();
_paired_viewers.pop_back();
}
// It's possible the user didn't set a stream yet, or it is turned off
if (stream_enabled) {
send_block_data_requests();
}
_stats.time_request_blocks_to_load = profiling_clock.restart();
}
void VoxelTerrain::process_received_data_blocks() {
ProfilingClock profiling_clock;
_stats.dropped_block_loads = 0;
const bool stream_enabled = (_stream.is_valid() || _generator.is_valid()) &&
(Engine::get_singleton()->is_editor_hint() == false || _run_stream_in_editor);
// Get block loading responses
// Note: if block loading is too fast, this can cause stutters. It should only happen on first load, though.
{
VOXEL_PROFILE_SCOPE();
//print_line(String("Receiving {0} blocks").format(varray(output.emerged_blocks.size())));
for (size_t i = 0; i < _reception_buffers.data_output.size(); ++i) {
VoxelServer::BlockDataOutput &ob = _reception_buffers.data_output[i];
if (ob.type == VoxelServer::BlockDataOutput::TYPE_SAVE) {
if (ob.dropped) {
ERR_PRINT(String("Could not save block {0}").format(varray(ob.position.to_vec3())));
}
continue;
}
CRASH_COND(ob.type != VoxelServer::BlockDataOutput::TYPE_LOAD);
const Vector3i block_pos = ob.position;
LoadingBlock loading_block;
{
LoadingBlock *loading_block_ptr = _loading_blocks.getptr(block_pos);
if (loading_block_ptr == nullptr) {
// That block was not requested or is no longer needed, drop it.
++_stats.dropped_block_loads;
continue;
}
loading_block = *loading_block_ptr;
}
if (ob.dropped) {
// That block was cancelled by the server, but we are still expecting it.
// We'll have to request it again.
PRINT_VERBOSE(String("Received a block loading drop while we were still expecting it: "
"lod{0} ({1}, {2}, {3}), re-requesting it")
.format(varray(ob.lod, ob.position.x, ob.position.y, ob.position.z)));
++_stats.dropped_block_loads;
_blocks_pending_load.push_back(ob.position);
continue;
}
// Now we got the block. If we still have to drop it, the cause will be an error.
_loading_blocks.erase(block_pos);
CRASH_COND(ob.voxels == nullptr);
const Vector3i expected_block_size(_data_map.get_block_size());
if (ob.voxels->get_size() != expected_block_size) {
// Voxel block size is incorrect, drop it
ERR_PRINT(String("Block size obtained from stream is different from expected size. "
"Expected {0}, got {1}")
.format(varray(expected_block_size.to_vec3(), ob.voxels->get_size().to_vec3())));
++_stats.dropped_block_loads;
continue;
}
// Create or update block data
VoxelDataBlock *block = _data_map.get_block(block_pos);
const bool was_not_loaded = block == nullptr;
block = _data_map.set_block_buffer(block_pos, ob.voxels);
if (was_not_loaded) {
// Set viewers count that are currently expecting the block
block->viewers = loading_block.viewers;
}
emit_data_block_loaded(block);
// The block itself might not be suitable for meshing yet, but blocks surrounding it might be now
{
VOXEL_PROFILE_SCOPE();
try_schedule_mesh_update_from_data(
Box3i(_data_map.block_to_voxel(block_pos), Vector3i(get_data_block_size())));
}
}
_reception_buffers.data_output.clear();
// We might have requested some blocks again (if we got a dropped one while we still need them)
if (stream_enabled) {
send_block_data_requests();
}
}
_stats.time_process_load_responses = profiling_clock.restart();
}
void VoxelTerrain::process_meshing() {
ProfilingClock profiling_clock;
_stats.dropped_block_meshs = 0;
// Send mesh updates
{
VOXEL_PROFILE_SCOPE();
//const int used_channels_mask = get_used_channels_mask();
const int mesh_to_data_factor = get_mesh_block_size() / get_data_block_size();
for (size_t bi = 0; bi < _blocks_pending_update.size(); ++bi) {
const Vector3i mesh_block_pos = _blocks_pending_update[bi];
VoxelMeshBlock *mesh_block = _mesh_map.get_block(mesh_block_pos);
// If we got here, it must have been because of scheduling an update
ERR_CONTINUE(mesh_block == nullptr);
ERR_CONTINUE(mesh_block->get_mesh_state() != VoxelMeshBlock::MESH_UPDATE_NOT_SENT);
// Pad by 1 because meshing requires neighbors
const Box3i data_box =
Box3i(mesh_block_pos * mesh_to_data_factor, Vector3i(mesh_to_data_factor)).padded(1);
#ifdef DEBUG_ENABLED
// We must have picked up a valid data block
{
const Vector3i anchor_pos = data_box.pos + Vector3i(1, 1, 1);
const VoxelDataBlock *data_block = _data_map.get_block(anchor_pos);
ERR_CONTINUE(data_block == nullptr);
}
#endif
VoxelServer::BlockMeshInput mesh_request;
mesh_request.render_block_position = mesh_block_pos;
mesh_request.lod = 0;
//mesh_request.data_blocks_count = data_box.size.volume();
// This iteration order is specifically chosen to match VoxelServer and threaded access
data_box.for_each_cell_zxy([this, &mesh_request](Vector3i data_block_pos) {
VoxelDataBlock *data_block = _data_map.get_block(data_block_pos);
if (data_block != nullptr) {
mesh_request.data_blocks[mesh_request.data_blocks_count] = data_block->get_voxels_shared();
}
++mesh_request.data_blocks_count;
});
#ifdef DEBUG_ENABLED
{
unsigned int count = 0;
for (unsigned int i = 0; i < mesh_request.data_blocks_count; ++i) {
if (mesh_request.data_blocks[i] != nullptr) {
++count;
}
}
// Blocks that were in the list must have been scheduled because we have data for them!
ERR_CONTINUE(count == 0);
}
#endif
//print_line(String("DDD request {0}").format(varray(mesh_request.render_block_position.to_vec3())));
VoxelServer::get_singleton()->request_block_mesh(_volume_id, mesh_request);
mesh_block->set_mesh_state(VoxelMeshBlock::MESH_UPDATE_SENT);
}
_blocks_pending_update.clear();
}
_stats.time_request_blocks_to_update = profiling_clock.restart();
//print_line(String("d:") + String::num(_dirty_blocks.size()) + String(", q:") + String::num(_block_update_queue.size()));
}
void VoxelTerrain::apply_mesh_update(const VoxelServer::BlockMeshOutput &ob) {
VOXEL_PROFILE_SCOPE();
//print_line(String("DDD receive {0}").format(varray(ob.position.to_vec3())));
VoxelMeshBlock *block = _mesh_map.get_block(ob.position);
if (block == nullptr) {
//print_line("- no longer loaded");
// That block is no longer loaded, drop the result
++_stats.dropped_block_meshs;
return;
}
if (ob.type == VoxelServer::BlockMeshOutput::TYPE_DROPPED) {
// That block is loaded, but its meshing request was dropped.
// TODO Not sure what to do in this case, the code sending update queries has to be tweaked
PRINT_VERBOSE("Received a block mesh drop while we were still expecting it");
++_stats.dropped_block_meshs;
return;
}
Ref<ArrayMesh> mesh;
mesh.instance();
Vector<Array> collidable_surfaces; //need to put both blocky and smooth surfaces into one list
int surface_index = 0;
for (int i = 0; i < ob.surfaces.surfaces.size(); ++i) {
Array surface = ob.surfaces.surfaces[i];
if (surface.empty()) {
continue;
}
CRASH_COND(surface.size() != Mesh::ARRAY_MAX);
if (!is_surface_triangulated(surface)) {
continue;
}
collidable_surfaces.push_back(surface);
mesh->add_surface_from_arrays(
ob.surfaces.primitive_type, surface, Array(), ob.surfaces.compression_flags);
mesh->surface_set_material(surface_index, _materials[i]);
++surface_index;
}
if (is_mesh_empty(mesh)) {
mesh = Ref<Mesh>();
collidable_surfaces.clear();
}
const bool gen_collisions = _generate_collisions && block->collision_viewers.get() > 0;
block->set_mesh(mesh);
if (gen_collisions) {
block->set_collision_mesh(collidable_surfaces, get_tree()->is_debugging_collisions_hint(), this,
_collision_margin);
block->set_collision_layer(_collision_layer);
block->set_collision_mask(_collision_mask);
}
block->set_visible(true);
block->set_parent_visible(is_visible());
block->set_parent_transform(get_global_transform());
}
Ref<VoxelTool> VoxelTerrain::get_voxel_tool() {
Ref<VoxelTool> vt = memnew(VoxelToolTerrain(this));
const int used_channels_mask = get_used_channels_mask();
// Auto-pick first used channel
for (int channel = 0; channel < VoxelBufferInternal::MAX_CHANNELS; ++channel) {
if ((used_channels_mask & (1 << channel)) != 0) {
vt->set_channel(channel);
break;
}
}
return vt;
}
void VoxelTerrain::set_run_stream_in_editor(bool enable) {
if (enable == _run_stream_in_editor) {
return;
}
_run_stream_in_editor = enable;
if (Engine::get_singleton()->is_editor_hint()) {
if (_run_stream_in_editor) {
_on_stream_params_changed();
} else {
// This is expected to block the main thread until the streaming thread is done.
stop_streamer();
}
}
}
bool VoxelTerrain::is_stream_running_in_editor() const {
return _run_stream_in_editor;
}
void VoxelTerrain::set_bounds(Box3i box) {
_bounds_in_voxels = box.clipped(
Box3i::from_center_extents(Vector3i(), Vector3i(VoxelConstants::MAX_VOLUME_EXTENT)));
// Round to block size
_bounds_in_voxels = _bounds_in_voxels.snapped(get_data_block_size());
const unsigned int largest_dimension = static_cast<unsigned int>(max(max(box.size.x, box.size.y), box.size.z));
if (largest_dimension > MAX_VIEW_DISTANCE_FOR_LARGE_VOLUME) {
// Cap view distance to make sure you don't accidentally blow up memory when changing parameters
if (_max_view_distance_voxels > MAX_VIEW_DISTANCE_FOR_LARGE_VOLUME) {
_max_view_distance_voxels = min(_max_view_distance_voxels, MAX_VIEW_DISTANCE_FOR_LARGE_VOLUME);
_change_notify();
}
}
// TODO Editor gizmo bounds
}
Box3i VoxelTerrain::get_bounds() const {
return _bounds_in_voxels;
}
Vector3 VoxelTerrain::_b_voxel_to_data_block(Vector3 pos) const {
return Vector3i(_data_map.voxel_to_block(pos)).to_vec3();
}
Vector3 VoxelTerrain::_b_data_block_to_voxel(Vector3 pos) const {
return Vector3i(_data_map.block_to_voxel(pos)).to_vec3();
}
void VoxelTerrain::_b_save_modified_blocks() {
save_all_modified_blocks(true);
}
// Explicitely ask to save a block if it was modified
void VoxelTerrain::_b_save_block(Vector3 p_block_pos) {
const Vector3i block_pos(p_block_pos);
VoxelDataBlock *block = _data_map.get_block(block_pos);
ERR_FAIL_COND(block == nullptr);
if (!block->is_modified()) {
return;
}
ScheduleSaveAction{ _blocks_to_save, true }(block);
}
void VoxelTerrain::_b_set_bounds(AABB aabb) {
// TODO Please Godot, have an integer AABB!
set_bounds(Box3i(aabb.position.round(), aabb.size.round()));
}
AABB VoxelTerrain::_b_get_bounds() const {
const Box3i b = get_bounds();
return AABB(b.pos.to_vec3(), b.size.to_vec3());
}
void VoxelTerrain::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_material", "id", "material"), &VoxelTerrain::set_material);
ClassDB::bind_method(D_METHOD("get_material", "id"), &VoxelTerrain::get_material);
ClassDB::bind_method(D_METHOD("set_max_view_distance", "distance_in_voxels"), &VoxelTerrain::set_max_view_distance);
ClassDB::bind_method(D_METHOD("get_max_view_distance"), &VoxelTerrain::get_max_view_distance);
ClassDB::bind_method(D_METHOD("get_generate_collisions"), &VoxelTerrain::get_generate_collisions);
ClassDB::bind_method(D_METHOD("set_generate_collisions", "enabled"), &VoxelTerrain::set_generate_collisions);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &VoxelTerrain::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &VoxelTerrain::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &VoxelTerrain::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &VoxelTerrain::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_margin"), &VoxelTerrain::get_collision_margin);
ClassDB::bind_method(D_METHOD("set_collision_margin", "margin"), &VoxelTerrain::set_collision_margin);
ClassDB::bind_method(D_METHOD("voxel_to_data_block", "voxel_pos"), &VoxelTerrain::_b_voxel_to_data_block);
ClassDB::bind_method(D_METHOD("data_block_to_voxel", "block_pos"), &VoxelTerrain::_b_data_block_to_voxel);
ClassDB::bind_method(D_METHOD("get_data_block_size"), &VoxelTerrain::get_data_block_size);
ClassDB::bind_method(D_METHOD("get_mesh_block_size"), &VoxelTerrain::get_mesh_block_size);
ClassDB::bind_method(D_METHOD("set_mesh_block_size", "size"), &VoxelTerrain::set_mesh_block_size);
ClassDB::bind_method(D_METHOD("get_statistics"), &VoxelTerrain::_b_get_statistics);
ClassDB::bind_method(D_METHOD("get_voxel_tool"), &VoxelTerrain::get_voxel_tool);
ClassDB::bind_method(D_METHOD("save_modified_blocks"), &VoxelTerrain::_b_save_modified_blocks);
ClassDB::bind_method(D_METHOD("save_block", "position"), &VoxelTerrain::_b_save_block);
ClassDB::bind_method(D_METHOD("set_run_stream_in_editor", "enable"), &VoxelTerrain::set_run_stream_in_editor);
ClassDB::bind_method(D_METHOD("is_stream_running_in_editor"), &VoxelTerrain::is_stream_running_in_editor);
// TODO Rename `_voxel_bounds`
ClassDB::bind_method(D_METHOD("set_bounds"), &VoxelTerrain::_b_set_bounds);
ClassDB::bind_method(D_METHOD("get_bounds"), &VoxelTerrain::_b_get_bounds);
//ClassDB::bind_method(D_METHOD("_on_stream_params_changed"), &VoxelTerrain::_on_stream_params_changed);
ADD_GROUP("Bounds", "");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "bounds"), "set_bounds", "get_bounds");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_view_distance"), "set_max_view_distance", "get_max_view_distance");
ADD_GROUP("Collisions", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_collisions"),
"set_generate_collisions", "get_generate_collisions");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS),
"set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS),
"set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_margin"), "set_collision_margin", "get_collision_margin");
ADD_GROUP("Advanced", "");
// TODO Should probably be in the parent class?
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "run_stream_in_editor"),
"set_run_stream_in_editor", "is_stream_running_in_editor");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh_block_size"), "set_mesh_block_size", "get_mesh_block_size");
// TODO Add back access to block, but with an API securing multithreaded access
ADD_SIGNAL(MethodInfo(VoxelStringNames::get_singleton()->block_loaded,
PropertyInfo(Variant::VECTOR3, "position")));
ADD_SIGNAL(MethodInfo(VoxelStringNames::get_singleton()->block_unloaded,
PropertyInfo(Variant::VECTOR3, "position")));
}