e96f9ff562
# Conflicts: # terrain/voxel_lod_terrain.cpp
281 lines
9.1 KiB
C++
281 lines
9.1 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 "../storage/voxel_data_map.h"
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#include "../util/godot/funcs.h"
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#include "voxel_data_block_enter_info.h"
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#include "voxel_mesh_block_vt.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/node_3d.h>
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namespace zylann::voxel {
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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 {
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return 1 << get_data_block_size_pow2();
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}
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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 {
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return 1 << get_mesh_block_size_pow2();
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}
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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(Box3i box_in_voxels);
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void set_generate_collisions(bool enabled);
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bool get_generate_collisions() const {
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return _generate_collisions;
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}
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void set_collision_layer(int layer);
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int get_collision_layer() const;
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void set_collision_mask(int mask);
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int get_collision_mask() const;
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void set_collision_margin(float margin);
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float get_collision_margin() const;
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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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void set_block_enter_notification_enabled(bool enable);
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bool is_block_enter_notification_enabled() const;
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void set_area_edit_notification_enabled(bool enable);
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bool is_area_edit_notification_enabled() const;
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void set_automatic_loading_enabled(bool enable);
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bool is_automatic_loading_enabled() 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() {
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return _data_map;
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}
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const VoxelDataMap &get_storage() const {
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return _data_map;
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}
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Ref<VoxelTool> get_voxel_tool();
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// Creates or overrides whatever block data there is at the given position.
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// The use case is multiplayer, client-side.
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// If no local viewer is actually in range, the data will not be applied and the function returns `false`.
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bool try_set_block_data(Vector3i position, std::shared_ptr<VoxelBufferInternal> &voxel_data);
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bool has_data_block(Vector3i position) const;
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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(Box3i box);
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Box3i get_bounds() const;
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void restart_stream() override;
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void remesh_all_blocks() override;
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// Asks to generate (or re-generate) a block at the given position asynchronously.
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// If the block already exists once the block is generated, it will be cancelled.
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// If the block is out of range of any viewer, it will be cancelled.
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void generate_block_async(Vector3i block_position);
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// For convenience, this is actually stored in a particular type of mesher
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Ref<VoxelBlockyLibrary> 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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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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};
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const Stats &get_stats() const;
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struct BlockToSave {
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std::shared_ptr<VoxelBufferInternal> 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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void _on_gi_mode_changed() override;
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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 process_viewers();
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//void process_received_data_blocks();
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void process_meshing();
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void apply_mesh_update(const VoxelServer::BlockMeshOutput &ob);
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void apply_data_block_response(VoxelServer::BlockDataOutput &ob);
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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, uint32_t viewer_id, bool require_notification);
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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(VoxelMeshBlockVT &block);
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void try_schedule_mesh_update_from_data(const Box3i &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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void notify_data_block_enter(VoxelDataBlock &block, uint32_t viewer_id);
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void get_viewers_in_area(std::vector<int> &out_viewer_ids, Box3i voxel_box) const;
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// Called each time a data block enters a viewer's area.
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// This can be either when the block exists and the viewer gets close enough, or when it gets loaded.
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// This only happens if data block enter notifications are enabled.
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GDVIRTUAL1(_on_data_block_entered, VoxelDataBlockEnterInfo *);
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// Called each time voxels are edited within a region.
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GDVIRTUAL2(_on_area_edited, Vector3i, Vector3i);
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static void _bind_methods();
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// Bindings
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Vector3i _b_voxel_to_data_block(Vector3 pos) const;
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Vector3i _b_data_block_to_voxel(Vector3i 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(Vector3i 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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bool _b_try_set_block_data(Vector3i position, Ref<gd::VoxelBuffer> voxel_data);
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Dictionary _b_get_statistics() const;
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PackedInt32Array _b_get_viewer_network_peer_ids_in_area(Vector3i area_origin, Vector3i area_size) const;
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uint32_t _volume_id = 0;
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// Paired viewers are VoxelViewers which intersect with the boundaries of the volume
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struct PairedViewer {
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struct State {
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Vector3i local_position_voxels;
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Box3i data_box; // In block coordinates
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Box3i 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<VoxelMeshBlockVT> _mesh_map;
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uint32_t _mesh_block_size_po2 = constants::DEFAULT_BLOCK_SIZE_PO2;
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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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Box3i _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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RefCount viewers;
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// TODO Optimize allocations here
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std::vector<uint32_t> viewers_to_notify;
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};
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// Blocks currently being loaded.
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HashMap<Vector3i, LoadingBlock, Vector3iHasher> _loading_blocks;
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// Blocks that should be loaded on the next process call.
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// The order in that list does not matter.
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std::vector<Vector3i> _blocks_pending_load;
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// Block meshes that should be updated on the next process call.
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// The order in that list does not matter.
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std::vector<Vector3i> _blocks_pending_update;
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// Blocks that should be saved on the next process call.
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// The order in that list does not matter.
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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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unsigned int _collision_layer = 1;
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unsigned int _collision_mask = 1;
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float _collision_margin = constants::DEFAULT_COLLISION_MARGIN;
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bool _run_stream_in_editor = true;
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//bool _stream_enabled = false;
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bool _block_enter_notification_enabled = false;
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bool _area_edit_notification_enabled = false;
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// If enabled, VoxelViewers will cause blocks to automatically load around them.
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bool _automatic_loading_enabled = true;
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Ref<Material> _materials[VoxelMesherBlocky::MAX_MATERIALS];
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GodotUniqueObjectPtr<VoxelDataBlockEnterInfo> _data_block_enter_info_obj;
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Stats _stats;
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};
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} // namespace zylann::voxel
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#endif // VOXEL_TERRAIN_H
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