godot_voxel/terrain/voxel_lod_terrain.cpp

790 lines
23 KiB
C++

#include "voxel_lod_terrain.h"
#include "../math/rect3i.h"
#include "../util/profiling_clock.h"
#include "voxel_map.h"
#include "voxel_mesh_updater.h"
#include "voxel_provider_thread.h"
#include <core/engine.h>
VoxelLodTerrain::VoxelLodTerrain() {
print_line("Construct VoxelLodTerrain");
_lods[0].map.instance();
set_lod_count(8);
set_lod_split_scale(3);
reset_updater();
}
VoxelLodTerrain::~VoxelLodTerrain() {
print_line("Destroy VoxelLodTerrain");
if (_provider_thread) {
memdelete(_provider_thread);
}
if (_block_updater) {
memdelete(_block_updater);
}
}
Ref<Material> VoxelLodTerrain::get_material() const {
return _material;
}
void VoxelLodTerrain::set_material(Ref<Material> p_material) {
_material = p_material;
}
Ref<VoxelProvider> VoxelLodTerrain::get_provider() const {
return _provider;
}
int VoxelLodTerrain::get_block_size() const {
return _lods[0].map->get_block_size();
}
int VoxelLodTerrain::get_block_size_pow2() const {
return _lods[0].map->get_block_size_pow2();
}
void VoxelLodTerrain::set_provider(Ref<VoxelProvider> p_provider) {
if (p_provider != _provider) {
if (_provider_thread) {
memdelete(_provider_thread);
_provider_thread = nullptr;
}
_provider = p_provider;
_provider_thread = memnew(VoxelProviderThread(_provider, get_block_size_pow2()));
// The whole map might change, so make all area dirty
// TODO Actually, we should regenerate the whole map, not just update all its blocks
make_all_view_dirty_deferred();
}
}
void VoxelLodTerrain::make_all_view_dirty_deferred() {
for (int i = 0; i < get_lod_count(); ++i) {
Lod &lod = _lods[i];
lod.last_view_distance_blocks = 0;
}
}
int VoxelLodTerrain::get_view_distance() const {
return 0;
}
void VoxelLodTerrain::set_view_distance(int p_distance_in_voxels) {
// TODO this will be used to cap mesh visibility
// ERR_FAIL_COND(p_distance_in_voxels < 0)
// int d = p_distance_in_voxels / get_block_size();
// if (d != _view_distance_blocks) {
// print_line(String("View distance changed from ") + String::num(_view_distance_blocks) + String(" blocks to ") + String::num(d));
// _view_distance_blocks = d;
// // Blocks too far away will be removed in _process, same for blocks to load
// }
}
Spatial *VoxelLodTerrain::get_viewer() const {
if (_viewer_path.is_empty()) {
return nullptr;
}
Node *node = get_node(_viewer_path);
if (node == nullptr) {
return nullptr;
}
return Object::cast_to<Spatial>(node);
}
void VoxelLodTerrain::immerge_block(Vector3i block_pos, unsigned int lod_index) {
ERR_FAIL_COND(lod_index >= get_lod_count());
ERR_FAIL_COND(_lods[lod_index].map.is_null());
Lod &lod = _lods[lod_index];
// TODO Schedule block saving when supported
lod.map->remove_block(block_pos, VoxelMap::NoAction());
lod.loading_blocks.erase(block_pos);
// Blocks in the update queue will be cancelled in _process,
// because it's too expensive to linear-search all blocks for each block
// No need to remove things from blocks_pending_load,
// This vector is filled and cleared immediately in the main process.
// It is a member only to re-use its capacity memory over frames.
}
void VoxelLodTerrain::reset_updater() {
if (_block_updater) {
memdelete(_block_updater);
_block_updater = NULL;
}
// TODO Thread-safe way to change those parameters
VoxelMeshUpdater::MeshingParams params;
params.smooth_surface = true;
_block_updater = memnew(VoxelMeshUpdater(Ref<VoxelLibrary>(), params));
// TODO Revert any pending update states!
}
void VoxelLodTerrain::set_lod_split_scale(float p_lod_split_scale) {
_lod_octree.set_split_scale(p_lod_split_scale);
}
float VoxelLodTerrain::get_lod_split_scale() const {
return _lod_octree.get_split_scale();
}
void VoxelLodTerrain::set_lod_count(unsigned int p_lod_count) {
ERR_FAIL_COND(p_lod_count >= MAX_LOD);
if (get_lod_count() != p_lod_count) {
int bs = get_block_size();
_lod_octree.create_from_lod_count(bs, p_lod_count, LodOctree<bool>::NoDestroyAction());
for (int lod_index = 0; lod_index < MAX_LOD; ++lod_index) {
Lod &lod = _lods[lod_index];
// Instance new maps if we have more lods, or clear them otherwise
if (lod_index < get_lod_count()) {
if (lod.map.is_null()) {
lod.map.instance();
lod.map->set_lod_index(lod_index);
} else {
lod.map->clear();
}
} else {
if (lod.map.is_valid()) {
lod.map.unref();
}
}
}
}
}
int VoxelLodTerrain::get_lod_count() const {
return _lod_octree.get_lod_count();
}
void VoxelLodTerrain::set_viewer_path(NodePath path) {
_viewer_path = path;
}
NodePath VoxelLodTerrain::get_viewer_path() const {
return _viewer_path;
}
int VoxelLodTerrain::get_block_region_extent() const {
// This is the radius of blocks around the viewer in which we may load them.
// It depends on the LOD split scale, which tells how close to a block we need to be for it to subdivide.
// Each LOD is fractal so that value is the same for each of them.
return static_cast<int>(_lod_octree.get_split_scale()) * 2 + 2;
}
Dictionary VoxelLodTerrain::get_block_info(Vector3 fbpos, unsigned int lod_index) const {
// Gets some info useful for debugging
Dictionary d;
ERR_FAIL_COND_V(lod_index >= get_lod_count(), d);
const Lod &lod = _lods[lod_index];
Vector3i bpos(fbpos);
bool meshed = false;
bool visible = false;
int loading_state = 0;
const VoxelBlock *block = lod.map->get_block(bpos);
if (block) {
meshed = block->has_been_meshed();
visible = block->is_visible();
loading_state = 2;
} else if (lod.loading_blocks.has(bpos)) {
loading_state = 1;
}
d["loading"] = loading_state;
d["meshed"] = meshed;
d["visible"] = visible;
return d;
}
Vector3 VoxelLodTerrain::voxel_to_block_position(Vector3 vpos, unsigned int lod_index) const {
ERR_FAIL_COND_V(lod_index >= get_lod_count(), Vector3());
const Lod &lod = _lods[lod_index];
Vector3i bpos = lod.map->voxel_to_block(Vector3i(vpos)) >> lod_index;
return bpos.to_vec3();
}
void VoxelLodTerrain::_notification(int p_what) {
struct EnterWorldAction {
World *world;
EnterWorldAction(World *w) :
world(w) {}
void operator()(VoxelBlock *block) {
block->enter_world(world);
}
};
struct ExitWorldAction {
void operator()(VoxelBlock *block) {
block->exit_world();
}
};
struct SetVisibilityAction {
bool visible;
SetVisibilityAction(bool v) :
visible(v) {}
void operator()(VoxelBlock *block) {
block->set_visible(visible);
}
};
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
set_process(true);
break;
case NOTIFICATION_PROCESS:
if (!Engine::get_singleton()->is_editor_hint()) {
_process();
}
break;
case NOTIFICATION_EXIT_TREE:
break;
case NOTIFICATION_ENTER_WORLD:
for_all_blocks(EnterWorldAction(*get_world()));
break;
case NOTIFICATION_EXIT_WORLD:
for_all_blocks(ExitWorldAction());
break;
case NOTIFICATION_VISIBILITY_CHANGED:
for_all_blocks(SetVisibilityAction(is_visible()));
break;
// TODO Listen for transform changes
default:
break;
}
}
Vector3 VoxelLodTerrain::get_viewer_pos() const {
if (Engine::get_singleton()->is_editor_hint()) {
// TODO Use editor's camera here
return Vector3();
} else {
// TODO Use viewport camera, much easier
Spatial *viewer = get_viewer();
if (viewer) {
return viewer->get_global_transform().origin;
}
}
return Vector3();
}
void VoxelLodTerrain::try_schedule_loading_with_neighbors(const Vector3i &p_bpos, unsigned int lod_index) {
CRASH_COND(lod_index >= get_lod_count());
Lod &lod = _lods[lod_index];
Vector3i bpos;
for (int y = -1; y < 2; ++y) {
for (int z = -1; z < 2; ++z) {
for (int x = -1; x < 2; ++x) {
bpos.x = p_bpos.x + x;
bpos.y = p_bpos.y + y;
bpos.z = p_bpos.z + z;
VoxelBlock *block = lod.map->get_block(bpos);
if (block == nullptr) {
if (!lod.loading_blocks.has(bpos)) {
lod.blocks_to_load.push_back(bpos);
lod.loading_blocks.insert(bpos);
}
}
}
}
}
}
bool VoxelLodTerrain::check_block_loaded_and_updated(const Vector3i &p_bpos, unsigned int lod_index) {
CRASH_COND(lod_index >= get_lod_count());
Lod &lod = _lods[lod_index];
VoxelBlock *block = lod.map->get_block(p_bpos);
if (block == nullptr) {
try_schedule_loading_with_neighbors(p_bpos, lod_index);
return false;
}
if (!block->has_been_meshed()) {
if (!block->is_mesh_update_scheduled()) {
if (lod.map->is_block_surrounded(block->pos)) {
lod.blocks_pending_update.push_back(block->pos);
block->set_mesh_state(VoxelBlock::MESH_UPDATE_NOT_SENT);
} else {
try_schedule_loading_with_neighbors(p_bpos, lod_index);
}
}
return false;
}
return true;
}
static void remove_positions_outside_box(
std::vector<Vector3i> &positions,
Rect3i box,
Set<Vector3i> &position_set) {
for (int i = 0; i < positions.size(); ++i) {
const Vector3i bpos = positions[i];
if (!box.contains(bpos)) {
int last = positions.size() - 1;
positions[i] = positions[last];
positions.resize(last);
position_set.erase(bpos);
--i;
}
}
}
void VoxelLodTerrain::_process() {
if (get_lod_count() == 0) {
// If there isn't a LOD 0, there is nothing to load
return;
}
OS &os = *OS::get_singleton();
Vector3 viewer_pos = get_viewer_pos();
Vector3i viewer_block_pos = _lods[0].map->voxel_to_block(viewer_pos);
ProfilingClock profiling_clock;
_stats.dropped_block_loads = 0;
_stats.dropped_block_meshs = 0;
// Here we go...
// Remove blocks falling out of block region extent
{
// This should be the same distance relatively to each LOD
int block_region_extent = get_block_region_extent();
for (unsigned int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
Lod &lod = _lods[lod_index];
// Each LOD keeps a box of loaded blocks, and only some of the blocks will get polygonized.
// The player can edit them so changes can be propagated to lower lods.
int block_size_po2 = _lods[0].map->get_block_size_pow2() + lod_index;
Vector3i viewer_block_pos_within_lod = VoxelMap::voxel_to_block_b(viewer_pos, block_size_po2);
Rect3i new_box = Rect3i::from_center_extents(viewer_block_pos_within_lod, Vector3i(block_region_extent));
Rect3i prev_box = Rect3i::from_center_extents(lod.last_viewer_block_pos, Vector3i(lod.last_view_distance_blocks));
// Eliminate pending blocks that aren't needed
remove_positions_outside_box(lod.blocks_to_load, new_box, lod.loading_blocks);
remove_positions_outside_box(lod.blocks_pending_update, new_box, lod.loading_blocks);
if (prev_box != new_box) {
Rect3i bounds = Rect3i::get_bounding_box(prev_box, new_box);
Vector3i max = bounds.pos + bounds.size;
// TODO This will explode if the player teleports!
// There is a smarter way to only iterate relevant blocks
Vector3i pos;
for (pos.z = bounds.pos.z; pos.z < max.z; ++pos.z) {
for (pos.y = bounds.pos.y; pos.y < max.y; ++pos.y) {
for (pos.x = bounds.pos.x; pos.x < max.x; ++pos.x) {
bool prev_contains = prev_box.contains(pos);
bool new_contains = new_box.contains(pos);
if (prev_contains && !new_contains) {
// Unload block
immerge_block(pos, lod_index);
}
}
}
}
}
lod.last_viewer_block_pos = viewer_block_pos_within_lod;
lod.last_view_distance_blocks = block_region_extent;
}
}
// Find which blocks we need to load and see
{
struct SubdivideAction {
VoxelLodTerrain *self;
int blocked_count = 0;
bool can_do(LodOctree<bool>::Node *node, unsigned int lod_index) {
CRASH_COND(lod_index == 0);
unsigned int child_lod_index = lod_index - 1;
bool can = true;
// Can only subdivide if higher detail meshes are ready to be shown, otherwise it will produce holes
for (int i = 0; i < 8; ++i) {
Vector3i child_pos = LodOctree<bool>::get_child_position(node->position, i);
can &= self->check_block_loaded_and_updated(child_pos, child_lod_index);
}
if (!can) {
++blocked_count;
}
return can;
}
bool operator()(LodOctree<bool>::Node *node, unsigned int lod_index) {
Lod &lod = self->_lods[lod_index];
Vector3i bpos = node->position;
VoxelBlock *block = lod.map->get_block(bpos);
CRASH_COND(block == nullptr);
CRASH_COND(!block->has_been_meshed()); // Never show a block that hasn't been meshed
block->set_visible(true);
return true;
}
};
struct UnsubdivideAction {
VoxelLodTerrain *self;
int blocked_count = 0;
bool can_do(LodOctree<bool>::Node *node, unsigned int lod_index) {
// Can only unsubdivide if the parent mesh is ready
const Vector3i &bpos = node->position;
bool can = self->check_block_loaded_and_updated(bpos, lod_index);
if (!can) {
++blocked_count;
}
return can;
}
void operator()(LodOctree<bool>::Node *node, unsigned int lod_index) {
Lod &lod = self->_lods[lod_index];
const Vector3i &bpos = node->position;
VoxelBlock *block = lod.map->get_block(bpos);
if (block) {
block->set_visible(false);
}
}
};
SubdivideAction subdivide_action;
subdivide_action.self = this;
UnsubdivideAction unsubdivide_action;
unsubdivide_action.self = this;
_lod_octree.update(viewer_pos, subdivide_action, unsubdivide_action);
// Ideally, this stat should stabilize to zero.
// If not, something in the meshing process prevents LODs to properly show up and should be fixed.
_stats.blocked_lods = subdivide_action.blocked_count + unsubdivide_action.blocked_count;
}
// Send block loading requests
{
VoxelProviderThread::InputData input;
input.priority_block_position = viewer_block_pos;
input.use_exclusive_region = true;
input.exclusive_region_extent = get_block_region_extent();
for (unsigned int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
Lod &lod = _lods[lod_index];
for (int i = 0; i < lod.blocks_to_load.size(); ++i) {
VoxelProviderThread::EmergeInput input_block;
input_block.block_position = lod.blocks_to_load[i];
input_block.lod = lod_index;
input.blocks_to_emerge.push_back(input_block);
}
lod.blocks_to_load.clear();
}
//print_line(String("Sending {0}").format(varray(input.blocks_to_emerge.size())));
_provider_thread->push(input);
}
_stats.time_request_blocks_to_load = profiling_clock.restart();
// Get block loading responses
// Note: if block loading is too fast, this can cause stutters.
// It should only happen on first load, though.
{
VoxelProviderThread::OutputData output;
_provider_thread->pop(output);
_stats.provider = output.stats;
//print_line(String("Loaded {0} blocks").format(varray(output.emerged_blocks.size())));
for (int i = 0; i < output.emerged_blocks.size(); ++i) {
const VoxelProviderThread::EmergeOutput &eo = output.emerged_blocks[i];
if (eo.lod >= get_lod_count()) {
// That block was requested at a time where LOD was higher... drop it
++_stats.dropped_block_loads;
continue;
}
Lod &lod = _lods[eo.lod];
Set<Vector3i>::Element *E = lod.loading_blocks.find(eo.block_position);
if (E == nullptr) {
// That block was not requested, or is no longer needed. drop it...
++_stats.dropped_block_loads;
continue;
}
lod.loading_blocks.erase(E);
if (eo.voxels->get_size() != lod.map->get_block_size()) {
// Voxel block size is incorrect, drop it
ERR_PRINT("Block size obtained from provider is different from expected size");
++_stats.dropped_block_loads;
continue;
}
// Store buffer
VoxelBlock *block = lod.map->set_block_buffer(eo.block_position, eo.voxels);
//print_line(String("Adding block {0} at lod {1}").format(varray(eo.block_position.to_vec3(), eo.lod)));
// The block will be made visible and meshed only by LodOctree
block->set_visible(false);
}
}
_stats.time_process_load_responses = profiling_clock.restart();
// Send mesh updates
{
VoxelMeshUpdater::Input input;
input.priority_position = viewer_block_pos;
input.use_exclusive_region = true;
input.exclusive_region_extent = get_block_region_extent();
for (unsigned int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
Lod &lod = _lods[lod_index];
for (int i = 0; i < lod.blocks_pending_update.size(); ++i) {
Vector3i block_pos = lod.blocks_pending_update[i];
VoxelBlock *block = lod.map->get_block(block_pos);
CRASH_COND(block == nullptr);
CRASH_COND(block->get_mesh_state() != VoxelBlock::MESH_UPDATE_NOT_SENT);
// TODO Perhaps we could do a bit of early-rejection before spending time in buffer copy?
// Create buffer padded with neighbor voxels
Ref<VoxelBuffer> nbuffer;
nbuffer.instance();
// TODO Make the buffer re-usable
unsigned int block_size = lod.map->get_block_size();
unsigned int padding = _block_updater->get_required_padding();
nbuffer->create(
block_size + 2 * padding,
block_size + 2 * padding,
block_size + 2 * padding);
unsigned int channels_mask = (1 << VoxelBuffer::CHANNEL_ISOLEVEL);
lod.map->get_buffer_copy(lod.map->block_to_voxel(block_pos) - Vector3i(padding), **nbuffer, channels_mask);
VoxelMeshUpdater::InputBlock iblock;
iblock.voxels = nbuffer;
iblock.position = block_pos;
iblock.lod = lod_index;
input.blocks.push_back(iblock);
block->set_mesh_state(VoxelBlock::MESH_UPDATE_SENT);
}
lod.blocks_pending_update.clear();
}
//print_line(String("Sending {0} updates").format(varray(input.blocks.size())));
_block_updater->push(input);
}
_stats.time_request_blocks_to_update = profiling_clock.restart();
// Receive mesh updates
{
{
VoxelMeshUpdater::Output output;
_block_updater->pop(output);
_stats.updater = output.stats;
for (unsigned int i = 0; i < output.blocks.size(); ++i) {
const VoxelMeshUpdater::OutputBlock &ob = output.blocks[i];
if (ob.lod >= get_lod_count()) {
// Sorry, LOD configuration changed, drop that mesh
++_stats.dropped_block_meshs;
continue;
}
_blocks_pending_main_thread_update.push_back(ob);
}
}
Ref<World> world = get_world();
uint32_t timeout = os.get_ticks_msec() + 10; // Allocate milliseconds max to upload meshes
int queue_index = 0;
// The following is done on the main thread because Godot doesn't really support multithreaded Mesh allocation.
// This also proved to be very slow compared to the meshing process itself...
// hopefully Vulkan will allow us to upload graphical resources without stalling rendering as they upload?
for (; queue_index < _blocks_pending_main_thread_update.size() && os.get_ticks_msec() < timeout; ++queue_index) {
const VoxelMeshUpdater::OutputBlock &ob = _blocks_pending_main_thread_update[queue_index];
if (ob.lod >= get_lod_count()) {
// Sorry, LOD configuration changed, drop that mesh
++_stats.dropped_block_meshs;
continue;
}
Lod &lod = _lods[ob.lod];
VoxelBlock *block = lod.map->get_block(ob.position);
if (block == NULL) {
// That block is no longer loaded, drop the result
++_stats.dropped_block_meshs;
continue;
}
if (block->get_mesh_state() == VoxelBlock::MESH_UPDATE_SENT) {
block->set_mesh_state(VoxelBlock::MESH_UP_TO_DATE);
}
Ref<ArrayMesh> mesh;
mesh.instance();
int surface_index = 0;
for (int i = 0; i < ob.smooth_surfaces.surfaces.size(); ++i) {
Array surface = ob.smooth_surfaces.surfaces[i];
if (surface.empty()) {
continue;
}
CRASH_COND(surface.size() != Mesh::ARRAY_MAX);
mesh->add_surface_from_arrays(ob.smooth_surfaces.primitive_type, surface);
mesh->surface_set_material(surface_index, _material);
// No multi-material supported yet
++surface_index;
}
if (is_mesh_empty(mesh)) {
mesh = Ref<Mesh>();
}
block->set_mesh(mesh, world);
block->mark_been_meshed();
}
shift_up(_blocks_pending_main_thread_update, queue_index);
}
_stats.time_process_update_responses = profiling_clock.restart();
_stats.time_process_lod = profiling_clock.restart();
}
Dictionary VoxelLodTerrain::get_stats() const {
Dictionary process;
process["time_request_blocks_to_load"] = _stats.time_request_blocks_to_load;
process["time_process_load_responses"] = _stats.time_process_load_responses;
process["time_request_blocks_to_update"] = _stats.time_request_blocks_to_update;
process["time_process_update_responses"] = _stats.time_process_update_responses;
process["time_process_lod"] = _stats.time_process_lod;
Dictionary d;
d["provider"] = VoxelProviderThread::to_dictionary(_stats.provider);
d["updater"] = VoxelMeshUpdater::to_dictionary(_stats.updater);
d["process"] = process;
d["blocked_lods"] = _stats.blocked_lods;
d["dropped_block_loads"] = _stats.dropped_block_loads;
d["dropped_block_meshs"] = _stats.dropped_block_meshs;
return d;
}
void VoxelLodTerrain::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_provider", "provider"), &VoxelLodTerrain::set_provider);
ClassDB::bind_method(D_METHOD("get_provider"), &VoxelLodTerrain::get_provider);
ClassDB::bind_method(D_METHOD("set_material", "material"), &VoxelLodTerrain::set_material);
ClassDB::bind_method(D_METHOD("get_material"), &VoxelLodTerrain::get_material);
ClassDB::bind_method(D_METHOD("set_view_distance", "distance_in_voxels"), &VoxelLodTerrain::set_view_distance);
ClassDB::bind_method(D_METHOD("get_view_distance"), &VoxelLodTerrain::get_view_distance);
ClassDB::bind_method(D_METHOD("get_viewer_path"), &VoxelLodTerrain::get_viewer_path);
ClassDB::bind_method(D_METHOD("set_viewer_path", "path"), &VoxelLodTerrain::set_viewer_path);
ClassDB::bind_method(D_METHOD("set_lod_count", "lod_count"), &VoxelLodTerrain::set_lod_count);
ClassDB::bind_method(D_METHOD("get_lod_count"), &VoxelLodTerrain::get_lod_count);
ClassDB::bind_method(D_METHOD("set_lod_split_scale", "lod_split_scale"), &VoxelLodTerrain::set_lod_split_scale);
ClassDB::bind_method(D_METHOD("get_lod_split_scale"), &VoxelLodTerrain::get_lod_split_scale);
ClassDB::bind_method(D_METHOD("get_block_region_extent"), &VoxelLodTerrain::get_block_region_extent);
ClassDB::bind_method(D_METHOD("get_block_info", "block_pos", "lod"), &VoxelLodTerrain::get_block_info);
ClassDB::bind_method(D_METHOD("get_stats"), &VoxelLodTerrain::get_stats);
ClassDB::bind_method(D_METHOD("voxel_to_block_position", "lod_index"), &VoxelLodTerrain::voxel_to_block_position);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "provider", PROPERTY_HINT_RESOURCE_TYPE, "VoxelProvider"), "set_provider", "get_provider");
ADD_PROPERTY(PropertyInfo(Variant::INT, "view_distance"), "set_view_distance", "get_view_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_count"), "set_lod_count", "get_lod_count");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lod_split_scale"), "set_lod_split_scale", "get_lod_split_scale");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewer_path"), "set_viewer_path", "get_viewer_path");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
}