12862a46d0
- They are now defined in each model - VoxelTerrain no longer has material slots, except for a global override - Models can have up to 2 materials instead of only one
100 lines
3.2 KiB
C++
100 lines
3.2 KiB
C++
#ifndef VOXEL_MESHER_H
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#define VOXEL_MESHER_H
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#include "../constants/cube_tables.h"
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#include "../util/fixed_array.h"
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#include <scene/resources/mesh.h>
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#include <vector>
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namespace zylann::voxel {
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namespace gd {
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class VoxelBuffer;
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}
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class VoxelBufferInternal;
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class VoxelGenerator;
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struct VoxelDataLodMap;
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class VoxelMesher : public Resource {
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GDCLASS(VoxelMesher, Resource)
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public:
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struct Input {
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// Voxels to be used as the primary source of data.
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const VoxelBufferInternal &voxels;
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// When using LOD, some meshers can use the generator and edited voxels to affine results.
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// If not provided, the mesher will only use `voxels`.
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VoxelGenerator *generator;
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const VoxelDataLodMap *data;
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// Origin of the block is required when doing deep sampling.
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Vector3i origin_in_voxels;
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// LOD index. 0 means highest detail. 1 means half detail etc.
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// Not initialized because it confused GCC.
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int lod; // = 0;
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};
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struct Output {
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struct Surface {
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Array arrays;
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};
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// Each surface correspond to a different material and can be empty.
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std::vector<Surface> surfaces;
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FixedArray<std::vector<Surface>, Cube::SIDE_COUNT> transition_surfaces;
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Mesh::PrimitiveType primitive_type = Mesh::PRIMITIVE_TRIANGLES;
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unsigned int mesh_flags = 0;
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Ref<Image> atlas_image;
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};
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// This can be called from multiple threads at once. Make sure member vars are protected or thread-local.
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virtual void build(Output &output, const Input &voxels);
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// Builds a mesh from the given voxels. This function is simplified to be used by the script API.
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Ref<Mesh> build_mesh(Ref<gd::VoxelBuffer> voxels, TypedArray<Material> materials);
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// Gets how many neighbor voxels need to be accessed around the meshed area, toward negative axes.
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// If this is not respected, the mesher might produce seams at the edges, or an error
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unsigned int get_minimum_padding() const;
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// Gets how many neighbor voxels need to be accessed around the meshed area, toward positive axes.
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// If this is not respected, the mesher might produce seams at the edges, or an error
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unsigned int get_maximum_padding() const;
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virtual Ref<Resource> duplicate(bool p_subresources = false) const {
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return Ref<Resource>();
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}
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// Gets which channels this mesher is able to use in its current configuration.
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// This is returned as a bitmask where channel index corresponds to bit position.
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virtual int get_used_channels_mask() const {
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return 0;
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}
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// Returns true if this mesher supports generating voxel data at multiple levels of detail.
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virtual bool supports_lod() const {
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return true;
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}
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// Some meshers can provide materials themselves. These will be used for corresponding surfaces. Returns null if the
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// index does not have a material assigned. If not provided here, a default material may be used.
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virtual Ref<Material> get_material_by_index(unsigned int i) const;
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#ifdef TOOLS_ENABLED
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virtual void get_configuration_warnings(TypedArray<String> &out_warnings) const {}
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#endif
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protected:
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static void _bind_methods();
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void set_padding(int minimum, int maximum);
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private:
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// Set in constructor and never changed after.
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unsigned int _minimum_padding = 0;
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unsigned int _maximum_padding = 0;
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};
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} // namespace zylann::voxel
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#endif // VOXEL_MESHER_H
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