godot_voxel/terrain/voxel_mesh_block.h

154 lines
4.6 KiB
C++

#ifndef VOXEL_MESH_BLOCK_H
#define VOXEL_MESH_BLOCK_H
#include "../constants/cube_tables.h"
#include "../storage/voxel_ref_count.h"
#include "../util/fixed_array.h"
#include "../util/godot/direct_mesh_instance.h"
#include "../util/godot/direct_static_body.h"
class Node3D;
// Stores mesh and collider for one chunk of the rendered volume.
// It doesn't store voxel data, because it may be using different block size, or different data structure.
class VoxelMeshBlock {
public:
enum MeshState {
MESH_NEVER_UPDATED = 0, // TODO Redundant with MESH_NEED_UPDATE?
MESH_UP_TO_DATE,
MESH_NEED_UPDATE, // The mesh is out of date but was not yet scheduled for update
MESH_UPDATE_NOT_SENT, // The mesh is out of date and was scheduled for update, but no request have been sent yet
MESH_UPDATE_SENT // The mesh is out of date, and an update request was sent, pending response
};
enum FadingState { //
FADING_NONE,
FADING_IN,
FADING_OUT
};
Vector3i position; // In blocks
uint8_t lod_index = 0;
bool pending_transition_update = false;
VoxelRefCount mesh_viewers;
VoxelRefCount collision_viewers;
bool got_first_mesh_update = false;
uint32_t last_collider_update_time = 0;
bool has_deferred_collider_update = false;
Vector<Array> deferred_collider_data;
FadingState fading_state = FADING_NONE;
float fading_progress = 0.f;
// Voxel LOD works by splitting a block into up to 8 higher-resolution blocks.
// The parent block and its children can be called a "LOD group".
// Only non-overlapping blocks in a LOD group can be considered active at once.
// So when LOD fading is used, we no longer use `visible` to find which block is active,
// because blocks can use a cross-fade effect. Overlapping blocks of the same LOD group can be visible at once.
// Hence the need to use this boolean.
bool active = false;
static VoxelMeshBlock *create(Vector3i bpos, unsigned int size, unsigned int p_lod_index);
~VoxelMeshBlock();
void set_world(Ref<World3D> p_world);
// Visuals
void set_mesh(Ref<Mesh> mesh, DirectMeshInstance::GIMode gi_mode);
Ref<Mesh> get_mesh() const;
void set_transition_mesh(Ref<Mesh> mesh, int side, DirectMeshInstance::GIMode gi_mode);
bool has_mesh() const;
void drop_mesh();
void set_shader_material(Ref<ShaderMaterial> material);
inline Ref<ShaderMaterial> get_shader_material() const {
return _shader_material;
}
// Note, GIMode is not stored per block, it is a shared option so we provide it in several functions.
// Call this function only if the mesh block already exists and has not changed mesh
void set_gi_mode(DirectMeshInstance::GIMode mode);
// Collisions
void set_collision_mesh(Vector<Array> surface_arrays, bool debug_collision, Node3D *node, float margin);
void set_collision_layer(int layer);
void set_collision_mask(int mask);
void set_collision_margin(float margin);
void drop_collision();
// TODO Collision layer and mask
// State
void set_mesh_state(MeshState ms);
MeshState get_mesh_state() const;
void set_visible(bool visible);
bool is_visible() const;
void set_parent_visible(bool parent_visible);
void set_parent_transform(const Transform3D &parent_transform);
void set_transition_mask(uint8_t m);
//void set_transition_bit(uint8_t side, bool value);
inline uint8_t get_transition_mask() const {
return _transition_mask;
}
template <typename F>
void for_each_mesh_instance_with_transform(F f) const {
const Transform3D local_transform(Basis(), _position_in_voxels);
const Transform3D world_transform = local_transform;
f(_mesh_instance, world_transform);
for (unsigned int i = 0; i < _transition_mesh_instances.size(); ++i) {
const DirectMeshInstance &mi = _transition_mesh_instances[i];
if (mi.is_valid()) {
f(mi, world_transform);
}
}
}
bool update_fading(float speed);
private:
VoxelMeshBlock();
void _set_visible(bool visible);
inline bool _is_transition_visible(int side) const {
return _transition_mask & (1 << side);
}
inline void set_mesh_instance_visible(DirectMeshInstance &mi, bool visible) {
if (visible) {
mi.set_world(*_world);
} else {
mi.set_world(nullptr);
}
}
private:
Vector3i _position_in_voxels;
Ref<ShaderMaterial> _shader_material;
DirectMeshInstance _mesh_instance;
FixedArray<DirectMeshInstance, Cube::SIDE_COUNT> _transition_mesh_instances;
DirectStaticBody _static_body;
Ref<World3D> _world;
#ifdef VOXEL_DEBUG_LOD_MATERIALS
Ref<Material> _debug_material;
Ref<Material> _debug_transition_material;
#endif
// Must match default value of `active`
bool _visible = false;
bool _parent_visible = true;
MeshState _mesh_state = MESH_NEVER_UPDATED;
uint8_t _transition_mask = 0;
};
#endif // VOXEL_MESH_BLOCK_H