341 lines
9.2 KiB
C++
341 lines
9.2 KiB
C++
#include "voxel_mesh_block.h"
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#include "../constants/voxel_string_names.h"
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#include "../util/godot/funcs.h"
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#include "../util/macros.h"
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#include "../util/profiling.h"
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#include <scene/3d/spatial.h>
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#include <scene/resources/concave_polygon_shape.h>
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VoxelMeshBlock *VoxelMeshBlock::create(Vector3i bpos, unsigned int size, unsigned int p_lod_index) {
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VoxelMeshBlock *block = memnew(VoxelMeshBlock);
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block->position = bpos;
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block->lod_index = p_lod_index;
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block->_position_in_voxels = bpos * (size << p_lod_index);
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#ifdef VOXEL_DEBUG_LOD_MATERIALS
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Ref<SpatialMaterial> debug_material;
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debug_material.instance();
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int checker = (bpos.x + bpos.y + bpos.z) & 1;
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Color debug_color = Color(0.8, 0.4, 0.8).linear_interpolate(Color(0.0, 0.0, 0.5), static_cast<float>(p_lod_index) / 8.f);
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debug_color = debug_color.lightened(checker * 0.1f);
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debug_material->set_albedo(debug_color);
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block->_debug_material = debug_material;
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Ref<SpatialMaterial> debug_transition_material;
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debug_transition_material.instance();
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debug_transition_material->set_albedo(Color(1, 1, 0));
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block->_debug_transition_material = debug_transition_material;
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#endif
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return block;
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}
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VoxelMeshBlock::VoxelMeshBlock() {
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}
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VoxelMeshBlock::~VoxelMeshBlock() {
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}
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void VoxelMeshBlock::set_world(Ref<World> p_world) {
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if (_world != p_world) {
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_world = p_world;
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// To update world. I replaced visibility by presence in world because Godot 3 culling performance is horrible
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_set_visible(_visible && _parent_visible);
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if (_static_body.is_valid()) {
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_static_body.set_world(*p_world);
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}
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}
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}
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void VoxelMeshBlock::set_mesh(Ref<Mesh> mesh) {
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// TODO Don't add mesh instance to the world if it's not visible.
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// I suspect Godot is trying to include invisible mesh instances into the culling process,
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// which is killing performance when LOD is used (i.e many meshes are in pool but hidden)
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// This needs investigation.
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if (mesh.is_valid()) {
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if (!_mesh_instance.is_valid()) {
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// Create instance if it doesn't exist
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_mesh_instance.create();
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set_mesh_instance_visible(_mesh_instance, _visible && _parent_visible);
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}
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_mesh_instance.set_mesh(mesh);
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if (_shader_material.is_valid()) {
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_mesh_instance.set_material_override(_shader_material);
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}
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#ifdef VOXEL_DEBUG_LOD_MATERIALS
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_mesh_instance.set_material_override(_debug_material);
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#endif
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} else {
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if (_mesh_instance.is_valid()) {
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// Delete instance if it exists
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_mesh_instance.destroy();
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}
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}
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}
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Ref<Mesh> VoxelMeshBlock::get_mesh() const {
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if (_mesh_instance.is_valid()) {
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return _mesh_instance.get_mesh();
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}
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return Ref<Mesh>();
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}
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void VoxelMeshBlock::set_transition_mesh(Ref<Mesh> mesh, int side) {
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DirectMeshInstance &mesh_instance = _transition_mesh_instances[side];
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if (mesh.is_valid()) {
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if (!mesh_instance.is_valid()) {
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// Create instance if it doesn't exist
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mesh_instance.create();
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set_mesh_instance_visible(mesh_instance, _visible && _parent_visible && _is_transition_visible(side));
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}
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mesh_instance.set_mesh(mesh);
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if (_shader_material.is_valid()) {
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mesh_instance.set_material_override(_shader_material);
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}
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#ifdef VOXEL_DEBUG_LOD_MATERIALS
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mesh_instance.set_material_override(_debug_transition_material);
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#endif
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} else {
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if (mesh_instance.is_valid()) {
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// Delete instance if it exists
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mesh_instance.destroy();
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}
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}
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}
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bool VoxelMeshBlock::has_mesh() const {
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return _mesh_instance.get_mesh().is_valid();
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}
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void VoxelMeshBlock::drop_mesh() {
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if (_mesh_instance.is_valid()) {
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_mesh_instance.destroy();
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}
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}
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void VoxelMeshBlock::set_mesh_state(MeshState ms) {
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_mesh_state = ms;
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}
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VoxelMeshBlock::MeshState VoxelMeshBlock::get_mesh_state() const {
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return _mesh_state;
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}
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void VoxelMeshBlock::set_visible(bool visible) {
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if (_visible == visible) {
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return;
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}
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_visible = visible;
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_set_visible(_visible && _parent_visible);
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}
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bool VoxelMeshBlock::is_visible() const {
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return _visible;
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}
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void VoxelMeshBlock::_set_visible(bool visible) {
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if (_mesh_instance.is_valid()) {
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set_mesh_instance_visible(_mesh_instance, visible);
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}
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for (unsigned int dir = 0; dir < _transition_mesh_instances.size(); ++dir) {
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DirectMeshInstance &mi = _transition_mesh_instances[dir];
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if (mi.is_valid()) {
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set_mesh_instance_visible(mi, visible && _is_transition_visible(dir));
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}
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}
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if (_static_body.is_valid()) {
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_static_body.set_shape_enabled(0, visible);
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}
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}
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void VoxelMeshBlock::set_shader_material(Ref<ShaderMaterial> material) {
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_shader_material = material;
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if (_mesh_instance.is_valid()) {
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_mesh_instance.set_material_override(_shader_material);
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for (int dir = 0; dir < Cube::SIDE_COUNT; ++dir) {
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DirectMeshInstance &mi = _transition_mesh_instances[dir];
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if (mi.is_valid()) {
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mi.set_material_override(_shader_material);
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}
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}
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}
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if (_shader_material.is_valid()) {
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const Transform local_transform(Basis(), _position_in_voxels.to_vec3());
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_shader_material->set_shader_param(VoxelStringNames::get_singleton()->u_block_local_transform, local_transform);
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}
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}
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//void VoxelMeshBlock::set_transition_bit(uint8_t side, bool value) {
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// CRASH_COND(side >= Cube::SIDE_COUNT);
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// uint32_t m = _transition_mask;
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// if (value) {
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// m |= (1 << side);
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// } else {
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// m &= ~(1 << side);
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// }
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// set_transition_mask(m);
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//}
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void VoxelMeshBlock::set_transition_mask(uint8_t m) {
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CRASH_COND(m >= (1 << Cube::SIDE_COUNT));
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const uint8_t diff = _transition_mask ^ m;
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if (diff == 0) {
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return;
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}
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_transition_mask = m;
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if (_shader_material.is_valid()) {
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// TODO Needs translation here, because Cube:: tables use slightly different order...
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// We may get rid of this once cube tables respects -x+x-y+y-z+z order
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uint8_t bits[Cube::SIDE_COUNT];
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for (unsigned int dir = 0; dir < Cube::SIDE_COUNT; ++dir) {
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bits[dir] = (m >> dir) & 1;
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}
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uint8_t tm = bits[Cube::SIDE_NEGATIVE_X];
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tm |= bits[Cube::SIDE_POSITIVE_X] << 1;
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tm |= bits[Cube::SIDE_NEGATIVE_Y] << 2;
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tm |= bits[Cube::SIDE_POSITIVE_Y] << 3;
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tm |= bits[Cube::SIDE_NEGATIVE_Z] << 4;
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tm |= bits[Cube::SIDE_POSITIVE_Z] << 5;
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// TODO Godot 4: we may replace this with a per-instance parameter so we can lift material access limitation
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_shader_material->set_shader_param(VoxelStringNames::get_singleton()->u_transition_mask, tm);
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}
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for (int dir = 0; dir < Cube::SIDE_COUNT; ++dir) {
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DirectMeshInstance &mi = _transition_mesh_instances[dir];
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if ((diff & (1 << dir)) && mi.is_valid()) {
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set_mesh_instance_visible(mi, _visible && _parent_visible && _is_transition_visible(dir));
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}
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}
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}
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void VoxelMeshBlock::set_parent_visible(bool parent_visible) {
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if (_parent_visible && parent_visible) {
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return;
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}
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_parent_visible = parent_visible;
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_set_visible(_visible && _parent_visible);
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}
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void VoxelMeshBlock::set_parent_transform(const Transform &parent_transform) {
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VOXEL_PROFILE_SCOPE();
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if (_mesh_instance.is_valid() || _static_body.is_valid()) {
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const Transform local_transform(Basis(), _position_in_voxels.to_vec3());
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const Transform world_transform = parent_transform * local_transform;
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if (_mesh_instance.is_valid()) {
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_mesh_instance.set_transform(world_transform);
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for (unsigned int i = 0; i < _transition_mesh_instances.size(); ++i) {
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DirectMeshInstance &mi = _transition_mesh_instances[i];
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if (mi.is_valid()) {
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mi.set_transform(world_transform);
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}
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}
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}
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if (_static_body.is_valid()) {
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_static_body.set_transform(world_transform);
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}
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}
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}
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void VoxelMeshBlock::set_collision_mesh(Vector<Array> surface_arrays, bool debug_collision, Spatial *node) {
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if (surface_arrays.size() == 0) {
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drop_collision();
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return;
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}
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ERR_FAIL_COND(node == nullptr);
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ERR_FAIL_COND_MSG(node->get_world() != _world, "Physics body and attached node must be from the same world");
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if (!_static_body.is_valid()) {
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_static_body.create();
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_static_body.set_world(*_world);
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// This allows collision signals to provide the terrain node in the `collider` field
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_static_body.set_attached_object(node);
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} else {
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_static_body.remove_shape(0);
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}
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Ref<Shape> shape = create_concave_polygon_shape(surface_arrays);
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_static_body.add_shape(shape);
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_static_body.set_debug(debug_collision, *_world);
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_static_body.set_shape_enabled(0, _visible);
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}
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void VoxelMeshBlock::drop_collision() {
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if (_static_body.is_valid()) {
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_static_body.destroy();
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}
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}
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// Returns `true` when finished
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bool VoxelMeshBlock::update_fading(float speed) {
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// TODO Should probably not be on the block directly?
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// Because we may want to fade transition meshes only
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bool finished = false;
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// x is progress in 0..1
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// y is direction: 1 fades in, 0 fades out
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Vector2 p;
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switch (fading_state) {
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case FADING_IN:
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fading_progress += speed;
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if (fading_progress >= 1.f) {
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fading_progress = 1.f;
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fading_state = FADING_NONE;
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finished = true;
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}
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p.x = fading_progress;
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p.y = 1.f;
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break;
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case FADING_OUT:
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fading_progress -= speed;
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if (fading_progress < 0.f) {
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fading_progress = 0.f;
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fading_state = FADING_NONE;
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finished = true;
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set_visible(false);
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}
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p.x = 1.f - fading_progress;
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p.y = 0.f;
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break;
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case FADING_NONE:
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p.x = 1.f;
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p.y = active ? 1.f : 0.f;
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break;
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default:
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CRASH_NOW();
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break;
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}
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if (_shader_material.is_valid()) {
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_shader_material->set_shader_param(VoxelStringNames::get_singleton()->u_lod_fade, p);
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}
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return finished;
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}
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