201 lines
6.0 KiB
C++
201 lines
6.0 KiB
C++
#ifndef VOXEL_TERRAIN_H
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#define VOXEL_TERRAIN_H
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#include "../server/voxel_server.h"
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#include "voxel_data_map.h"
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#include "voxel_mesh_map.h"
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#include "voxel_node.h"
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#include <scene/3d/spatial.h>
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class VoxelTool;
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// Infinite paged terrain made of voxel blocks all with the same level of detail.
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// Voxels are polygonized around the viewer by distance in a large cubic space.
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// Data is streamed using a VoxelStream.
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class VoxelTerrain : public VoxelNode {
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GDCLASS(VoxelTerrain, VoxelNode)
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public:
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static const unsigned int MAX_VIEW_DISTANCE_FOR_LARGE_VOLUME = 512;
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VoxelTerrain();
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~VoxelTerrain();
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void set_stream(Ref<VoxelStream> p_stream) override;
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Ref<VoxelStream> get_stream() const override;
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void set_generator(Ref<VoxelGenerator> p_generator) override;
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Ref<VoxelGenerator> get_generator() const override;
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void set_mesher(Ref<VoxelMesher> mesher) override;
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Ref<VoxelMesher> get_mesher() const override;
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unsigned int get_data_block_size_pow2() const;
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inline unsigned int get_data_block_size() const { return 1 << get_data_block_size_pow2(); }
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void set_data_block_size_po2(unsigned int p_block_size_po2);
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unsigned int get_mesh_block_size_pow2() const;
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inline unsigned int get_mesh_block_size() const { return 1 << get_mesh_block_size_pow2(); }
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void set_mesh_block_size(unsigned int p_block_size);
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void post_edit_voxel(Vector3i pos);
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void post_edit_area(Rect3i box_in_voxels);
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void set_generate_collisions(bool enabled);
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bool get_generate_collisions() const { return _generate_collisions; }
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unsigned int get_max_view_distance() const;
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void set_max_view_distance(unsigned int distance_in_voxels);
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// TODO Make this obsolete with multi-viewers
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void set_viewer_path(NodePath path);
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NodePath get_viewer_path() const;
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void set_material(unsigned int id, Ref<Material> material);
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Ref<Material> get_material(unsigned int id) const;
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VoxelDataMap &get_storage() { return _data_map; }
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const VoxelDataMap &get_storage() const { return _data_map; }
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Ref<VoxelTool> get_voxel_tool();
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void set_run_stream_in_editor(bool enable);
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bool is_stream_running_in_editor() const;
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void set_bounds(Rect3i box);
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Rect3i get_bounds() const;
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void restart_stream() override;
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void remesh_all_blocks() override;
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// For convenience, this is actually stored in a particular type of mesher
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Ref<VoxelLibrary> get_voxel_library() const;
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struct Stats {
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int updated_blocks = 0;
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int dropped_block_loads = 0;
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int dropped_block_meshs = 0;
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int remaining_main_thread_blocks = 0;
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uint32_t time_detect_required_blocks = 0;
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uint32_t time_request_blocks_to_load = 0;
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uint32_t time_process_load_responses = 0;
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uint32_t time_request_blocks_to_update = 0;
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uint32_t time_process_update_responses = 0;
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};
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const Stats &get_stats() const;
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struct BlockToSave {
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Ref<VoxelBuffer> voxels;
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Vector3i position;
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};
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protected:
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void _notification(int p_what);
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private:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _process();
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void _on_stream_params_changed();
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void _set_block_size_po2(int p_block_size_po2);
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//void make_all_view_dirty();
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void start_updater();
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void stop_updater();
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void start_streamer();
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void stop_streamer();
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void reset_map();
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void view_data_block(Vector3i bpos);
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void view_mesh_block(Vector3i bpos, bool mesh_flag, bool collision_flag);
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void unview_data_block(Vector3i bpos);
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void unview_mesh_block(Vector3i bpos, bool mesh_flag, bool collision_flag);
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void unload_data_block(Vector3i bpos);
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void unload_mesh_block(Vector3i bpos);
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//void make_data_block_dirty(Vector3i bpos);
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void try_schedule_mesh_update(VoxelMeshBlock *block);
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void try_schedule_mesh_update_from_data(const Rect3i &box_in_voxels);
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void save_all_modified_blocks(bool with_copy);
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void get_viewer_pos_and_direction(Vector3 &out_pos, Vector3 &out_direction) const;
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void send_block_data_requests();
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void emit_data_block_loaded(const VoxelDataBlock *block);
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void emit_data_block_unloaded(const VoxelDataBlock *block);
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bool try_get_paired_viewer_index(uint32_t id, size_t &out_i) const;
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static void _bind_methods();
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// Bindings
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Vector3 _b_voxel_to_data_block(Vector3 pos) const;
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Vector3 _b_data_block_to_voxel(Vector3 pos) const;
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//void _force_load_blocks_binding(Vector3 center, Vector3 extents) { force_load_blocks(center, extents); }
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void _b_save_modified_blocks();
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void _b_save_block(Vector3 p_block_pos);
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void _b_set_bounds(AABB aabb);
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AABB _b_get_bounds() const;
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Dictionary _b_get_statistics() const;
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uint32_t _volume_id = 0;
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VoxelServer::ReceptionBuffers _reception_buffers;
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struct PairedViewer {
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struct State {
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Vector3i local_position_voxels;
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Rect3i data_box;
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Rect3i mesh_box;
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int view_distance_voxels = 0;
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bool requires_collisions = false;
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bool requires_meshes = false;
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};
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uint32_t id;
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State state;
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State prev_state;
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};
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std::vector<PairedViewer> _paired_viewers;
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// Voxel storage
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VoxelDataMap _data_map;
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// Mesh storage
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VoxelMeshMap _mesh_map;
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// Area within which voxels can exist.
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// Note, these bounds might not be exactly represented. This volume is chunk-based, so the result will be
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// approximated to the closest chunk.
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Rect3i _bounds_in_voxels;
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Rect3i _prev_bounds_in_voxels;
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unsigned int _max_view_distance_voxels = 128;
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// TODO Terrains only need to handle the visible portion of voxels, which reduces the bounds blocks to handle.
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// Therefore, could a simple grid be better to use than a hashmap?
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struct LoadingBlock {
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VoxelRefCount viewers;
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};
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HashMap<Vector3i, LoadingBlock, Vector3iHasher> _loading_blocks;
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std::vector<Vector3i> _blocks_pending_load;
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std::vector<Vector3i> _blocks_pending_update;
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std::vector<BlockToSave> _blocks_to_save;
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Ref<VoxelStream> _stream;
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Ref<VoxelMesher> _mesher;
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Ref<VoxelGenerator> _generator;
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bool _generate_collisions = true;
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bool _run_stream_in_editor = true;
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//bool _stream_enabled = false;
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Ref<Material> _materials[VoxelMesherBlocky::MAX_MATERIALS];
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Stats _stats;
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};
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#endif // VOXEL_TERRAIN_H
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