473 lines
14 KiB
C++
473 lines
14 KiB
C++
#include "voxel.h"
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#include "voxel_library.h"
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#include "voxel_mesher_blocky.h" // TODO Only required because of MAX_MATERIALS... could be enough inverting that dependency
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#define STRLEN(x) (sizeof(x) / sizeof(x[0]))
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Voxel::Voxel() :
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_library(0),
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_id(-1),
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_material_id(0),
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_is_transparent(false),
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_color(1.f, 1.f, 1.f),
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_geometry_type(GEOMETRY_NONE),
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_cube_geometry_padding_y(0) {
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_side_pattern_index.fill(-1);
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}
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static Cube::Side name_to_side(const String &s) {
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if (s == "left") {
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return Cube::SIDE_LEFT;
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}
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if (s == "right") {
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return Cube::SIDE_RIGHT;
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}
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if (s == "top") {
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return Cube::SIDE_TOP;
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}
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if (s == "bottom") {
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return Cube::SIDE_BOTTOM;
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}
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if (s == "front") {
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return Cube::SIDE_FRONT;
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}
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if (s == "back") {
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return Cube::SIDE_BACK;
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}
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return Cube::SIDE_COUNT; // Invalid
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}
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bool Voxel::_set(const StringName &p_name, const Variant &p_value) {
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String name = p_name;
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// TODO Eventualy these could be Rect2 for maximum flexibility?
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if (name.begins_with("cube_tiles/")) {
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String s = name.substr(STRLEN("cube_tiles/") - 1, name.length());
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Cube::Side side = name_to_side(s);
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if (side != Cube::SIDE_COUNT) {
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Vector2 v = p_value;
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set_cube_uv_side(side, v);
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return true;
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}
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} else if (name == "cube_geometry/padding_y") {
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_cube_geometry_padding_y = p_value;
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set_cube_geometry(_cube_geometry_padding_y);
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return true;
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}
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return false;
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}
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bool Voxel::_get(const StringName &p_name, Variant &r_ret) const {
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String name = p_name;
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if (name.begins_with("cube_tiles/")) {
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String s = name.substr(STRLEN("cube_tiles/") - 1, name.length());
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Cube::Side side = name_to_side(s);
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if (side != Cube::SIDE_COUNT) {
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r_ret = _cube_tiles[side];
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return true;
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}
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} else if (name == "cube_geometry/padding_y") {
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r_ret = _cube_geometry_padding_y;
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return true;
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}
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return false;
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}
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void Voxel::_get_property_list(List<PropertyInfo> *p_list) const {
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if (_geometry_type == GEOMETRY_CUBE) {
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p_list->push_back(PropertyInfo(Variant::REAL, "cube_geometry/padding_y"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/left"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/right"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/bottom"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/top"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/back"));
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p_list->push_back(PropertyInfo(Variant::VECTOR2, "cube_tiles/front"));
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}
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}
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Ref<Voxel> Voxel::set_voxel_name(String name) {
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_name = name;
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return Ref<Voxel>(this);
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}
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Ref<Voxel> Voxel::set_id(int id) {
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ERR_FAIL_COND_V(id < 0 || id >= 256, Ref<Voxel>(this));
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// Cannot modify ID after creation
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ERR_FAIL_COND_V(_id != -1, Ref<Voxel>(this));
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_id = id;
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return Ref<Voxel>(this);
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}
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Ref<Voxel> Voxel::set_color(Color color) {
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_color = color;
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return Ref<Voxel>(this);
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}
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Ref<Voxel> Voxel::set_material_id(unsigned int id) {
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ERR_FAIL_COND_V(id >= VoxelMesherBlocky::MAX_MATERIALS, Ref<Voxel>(this));
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_material_id = id;
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return Ref<Voxel>(this);
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}
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Ref<Voxel> Voxel::set_transparent(bool t) {
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_is_transparent = t;
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return Ref<Voxel>(this);
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}
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void Voxel::clear_geometry() {
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_model_positions.resize(0);
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_model_normals.resize(0);
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_model_uvs.resize(0);
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_model_indices.resize(0);
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for (int side = 0; side < Cube::SIDE_COUNT; ++side) {
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_model_side_positions[side].resize(0);
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_model_side_uvs[side].resize(0);
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_model_side_indices[side].resize(0);
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}
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}
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void Voxel::set_geometry_type(GeometryType type) {
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_geometry_type = type;
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switch (_geometry_type) {
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case GEOMETRY_NONE:
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clear_geometry();
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break;
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case GEOMETRY_CUBE:
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set_cube_geometry(_cube_geometry_padding_y);
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update_cube_uv_sides();
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break;
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case GEOMETRY_CUSTOM_MESH:
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// TODO Re-update geometry?
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break;
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default:
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ERR_PRINT("Wtf? Unknown geometry type");
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break;
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}
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}
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Voxel::GeometryType Voxel::get_geometry_type() const {
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return _geometry_type;
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}
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void Voxel::set_library(Ref<VoxelLibrary> lib) {
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if (lib.is_null()) {
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_library = 0;
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} else {
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_library = lib->get_instance_id();
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}
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if (_geometry_type == GEOMETRY_CUBE) {
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// Update model UVs because atlas size is defined by the library
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update_cube_uv_sides();
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}
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}
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VoxelLibrary *Voxel::get_library() const {
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if (_library == 0) {
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return NULL;
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}
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Object *v = ObjectDB::get_instance(_library);
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if (v) {
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return Object::cast_to<VoxelLibrary>(v);
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}
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return NULL;
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}
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void Voxel::set_custom_mesh(Ref<Mesh> mesh) {
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if (mesh == _custom_mesh) {
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return;
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}
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clear_geometry();
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if (mesh.is_null()) {
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_custom_mesh = Ref<Mesh>();
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return;
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}
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Array arrays = mesh->surface_get_arrays(0);
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PoolIntArray indices = arrays[Mesh::ARRAY_INDEX];
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PoolVector3Array positions = arrays[Mesh::ARRAY_VERTEX];
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PoolVector3Array normals = arrays[Mesh::ARRAY_NORMAL];
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PoolVector2Array uvs = arrays[Mesh::ARRAY_TEX_UV];
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ERR_FAIL_COND_MSG(indices.size() % 3 != 0, "Mesh is empty or does not contain triangles");
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ERR_FAIL_COND(normals.size() == 0);
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struct L {
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static uint8_t get_sides(Vector3 pos) {
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uint8_t mask = 0;
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const real_t tolerance = 0.001;
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mask |= Math::is_equal_approx(pos.x, 0.0, tolerance) << Cube::SIDE_NEGATIVE_X;
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mask |= Math::is_equal_approx(pos.x, 1.0, tolerance) << Cube::SIDE_POSITIVE_X;
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mask |= Math::is_equal_approx(pos.y, 0.0, tolerance) << Cube::SIDE_NEGATIVE_Y;
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mask |= Math::is_equal_approx(pos.y, 1.0, tolerance) << Cube::SIDE_POSITIVE_Y;
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mask |= Math::is_equal_approx(pos.z, 0.0, tolerance) << Cube::SIDE_NEGATIVE_Z;
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mask |= Math::is_equal_approx(pos.z, 1.0, tolerance) << Cube::SIDE_POSITIVE_Z;
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return mask;
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}
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static bool get_triangle_side(const Vector3 &a, const Vector3 &b, const Vector3 &c, Cube::SideAxis &out_side) {
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const uint8_t m = get_sides(a) & get_sides(b) & get_sides(c);
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if (m == 0) {
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// At least one of the points doesn't belong to a face
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return false;
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}
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for (unsigned int side = 0; side < Cube::SIDE_COUNT; ++side) {
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if (m == (1 << side)) {
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// All points belong to the same face
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out_side = (Cube::SideAxis)side;
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return true;
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}
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}
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// The triangle isn't in one face
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return false;
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}
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};
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if (uvs.size() == 0) {
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// TODO Properly generate UVs if there arent any
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uvs = PoolVector2Array();
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uvs.resize(positions.size());
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}
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_custom_mesh = mesh;
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// Separate triangles belonging to faces of the cube
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{
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PoolIntArray::Read indices_read = indices.read();
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PoolVector3Array::Read positions_read = positions.read();
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PoolVector3Array::Read normals_read = normals.read();
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PoolVector2Array::Read uvs_read = uvs.read();
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FixedArray<HashMap<int, int>, Cube::SIDE_COUNT> added_side_indices;
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HashMap<int, int> added_regular_indices;
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FixedArray<Vector3, 3> tri_positions;
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for (int i = 0; i < indices.size(); i += 3) {
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Cube::SideAxis side;
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tri_positions[0] = positions_read[indices_read[i]];
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tri_positions[1] = positions_read[indices_read[i + 1]];
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tri_positions[2] = positions_read[indices_read[i + 2]];
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if (L::get_triangle_side(tri_positions[0], tri_positions[1], tri_positions[2], side)) {
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// That triangle is on the face
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int next_side_index = _model_side_positions[side].size();
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for (int j = 0; j < 3; ++j) {
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int src_index = indices_read[i + j];
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const int *existing_dst_index = added_side_indices[side].getptr(src_index);
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if (existing_dst_index == nullptr) {
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// Add new vertex
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_model_side_indices[side].push_back(next_side_index);
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_model_side_positions[side].push_back(tri_positions[j]);
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_model_side_uvs[side].push_back(uvs_read[indices_read[i + j]]);
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added_side_indices[side].set(src_index, next_side_index);
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++next_side_index;
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} else {
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// Vertex was already added, just add index referencing it
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_model_side_indices[side].push_back(*existing_dst_index);
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}
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}
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} else {
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// That triangle is not on the face
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int next_regular_index = _model_positions.size();
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for (int j = 0; j < 3; ++j) {
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int src_index = indices_read[i + j];
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const int *existing_dst_index = added_regular_indices.getptr(src_index);
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if (existing_dst_index == nullptr) {
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_model_indices.push_back(next_regular_index);
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_model_positions.push_back(tri_positions[j]);
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_model_normals.push_back(normals_read[indices_read[i + j]]);
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_model_uvs.push_back(uvs_read[indices_read[i + j]]);
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added_regular_indices.set(src_index, next_regular_index);
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++next_regular_index;
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} else {
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_model_indices.push_back(*existing_dst_index);
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}
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}
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}
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}
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}
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}
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Ref<Voxel> Voxel::set_cube_geometry(float sy) {
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sy = 1.0 + sy;
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for (unsigned int side = 0; side < Cube::SIDE_COUNT; ++side) {
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std::vector<Vector3> &positions = _model_side_positions[side];
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positions.resize(4);
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for (unsigned int i = 0; i < 4; ++i) {
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int corner = Cube::g_side_corners[side][i];
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Vector3 p = Cube::g_corner_position[corner];
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if (p.y > 0.9) {
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p.y = sy;
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}
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positions[i] = p;
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}
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std::vector<int> &indices = _model_side_indices[side];
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indices.resize(6);
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for (unsigned int i = 0; i < 6; ++i) {
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indices[i] = Cube::g_side_quad_triangles[side][i];
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}
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}
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_collision_aabbs.clear();
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_collision_aabbs.push_back(AABB(Vector3(0, 0, 0), Vector3(1, 1, 1)));
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return Ref<Voxel>(this);
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}
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void Voxel::set_cube_uv_side(int side, Vector2 tile_pos) {
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_cube_tiles[side] = tile_pos;
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// TODO Better have a dirty flag, otherwise UVs will be needlessly updated at least 6 times everytime a Voxel resource is loaded!
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update_cube_uv_sides();
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}
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void Voxel::update_cube_uv_sides() {
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VoxelLibrary *library = get_library();
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//ERR_FAIL_COND(library == NULL);
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if (library == NULL) {
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// Not an error, the Voxel might have been created before the library, and can't be used without anyways
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print_line("VoxelLibrary not set yet");
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return;
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}
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float e = 0.001;
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// Winding is the same as the one chosen in Cube:: vertices
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// I am confused. I read in at least 3 OpenGL tutorials that texture coordinates start at bottom-left (0,0).
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// But even though Godot is said to follow OpenGL's convention, the engine starts at top-left!
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const Vector2 uv[4] = {
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Vector2(e, 1.f - e),
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Vector2(1.f - e, 1.f - e),
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Vector2(1.f - e, e),
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Vector2(e, e),
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};
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float atlas_size = (float)library->get_atlas_size();
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CRASH_COND(atlas_size <= 0);
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float s = 1.0 / atlas_size;
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for (unsigned int side = 0; side < Cube::SIDE_COUNT; ++side) {
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_model_side_uvs[side].resize(4);
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std::vector<Vector2> &uvs = _model_side_uvs[side];
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for (unsigned int i = 0; i < 4; ++i) {
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uvs[i] = (_cube_tiles[side] + uv[i]) * s;
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}
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}
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}
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void Voxel::set_side_pattern_index(int side, uint32_t i) {
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_side_pattern_index[side] = i;
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}
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void Voxel::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_voxel_name", "name"), &Voxel::set_voxel_name);
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ClassDB::bind_method(D_METHOD("get_voxel_name"), &Voxel::get_voxel_name);
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ClassDB::bind_method(D_METHOD("set_id", "id"), &Voxel::set_id);
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ClassDB::bind_method(D_METHOD("get_id"), &Voxel::get_id);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &Voxel::set_color);
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ClassDB::bind_method(D_METHOD("get_color"), &Voxel::get_color);
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ClassDB::bind_method(D_METHOD("set_transparent", "transparent"), &Voxel::set_transparent);
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ClassDB::bind_method(D_METHOD("is_transparent"), &Voxel::is_transparent);
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ClassDB::bind_method(D_METHOD("set_material_id", "id"), &Voxel::set_material_id);
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ClassDB::bind_method(D_METHOD("get_material_id"), &Voxel::get_material_id);
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ClassDB::bind_method(D_METHOD("set_geometry_type", "type"), &Voxel::set_geometry_type);
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ClassDB::bind_method(D_METHOD("get_geometry_type"), &Voxel::get_geometry_type);
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ClassDB::bind_method(D_METHOD("set_custom_mesh", "type"), &Voxel::set_custom_mesh);
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ClassDB::bind_method(D_METHOD("get_custom_mesh"), &Voxel::get_custom_mesh);
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ClassDB::bind_method(D_METHOD("set_collision_aabbs", "aabbs"), &Voxel::_b_set_collision_aabbs);
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ClassDB::bind_method(D_METHOD("get_collision_aabbs"), &Voxel::_b_get_collision_aabbs);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "voxel_name"), "set_voxel_name", "get_voxel_name");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent"), "set_transparent", "is_transparent");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "material_id"), "set_material_id", "get_material_id");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "geometry_type", PROPERTY_HINT_ENUM, "None,Cube,CustomMesh"), "set_geometry_type", "get_geometry_type");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_custom_mesh", "get_custom_mesh");
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_aabbs", PROPERTY_HINT_TYPE_STRING, itos(Variant::AABB) + ":"), "set_collision_aabbs", "get_collision_aabbs");
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BIND_ENUM_CONSTANT(GEOMETRY_NONE);
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BIND_ENUM_CONSTANT(GEOMETRY_CUBE);
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BIND_ENUM_CONSTANT(GEOMETRY_CUSTOM_MESH);
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BIND_ENUM_CONSTANT(GEOMETRY_MAX);
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BIND_ENUM_CONSTANT(SIDE_NEGATIVE_X);
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BIND_ENUM_CONSTANT(SIDE_POSITIVE_X);
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BIND_ENUM_CONSTANT(SIDE_NEGATIVE_Y);
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BIND_ENUM_CONSTANT(SIDE_POSITIVE_Y);
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BIND_ENUM_CONSTANT(SIDE_NEGATIVE_Z);
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BIND_ENUM_CONSTANT(SIDE_POSITIVE_Z);
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BIND_ENUM_CONSTANT(SIDE_COUNT);
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}
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Array Voxel::_b_get_collision_aabbs() const {
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Array array;
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array.resize(_collision_aabbs.size());
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for (size_t i = 0; i < _collision_aabbs.size(); ++i) {
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array[i] = _collision_aabbs[i];
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}
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return array;
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}
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void Voxel::_b_set_collision_aabbs(Array array) {
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for (int i = 0; i < array.size(); ++i) {
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|
const Variant v = array[i];
|
|
ERR_FAIL_COND(v.get_type() != Variant::AABB);
|
|
}
|
|
_collision_aabbs.resize(array.size());
|
|
for (int i = 0; i < array.size(); ++i) {
|
|
const AABB aabb = array[i];
|
|
_collision_aabbs[i] = aabb;
|
|
}
|
|
}
|