godot_voxel/terrain/voxel_block.h
2021-03-12 23:35:51 +00:00

154 lines
4.5 KiB
C++

#ifndef VOXEL_BLOCK_H
#define VOXEL_BLOCK_H
#include "../constants/cube_tables.h"
#include "../storage/voxel_buffer.h"
#include "../util/godot/direct_mesh_instance.h"
#include "../util/godot/direct_static_body.h"
#include "voxel_viewer_ref_count.h"
//#define VOXEL_DEBUG_LOD_MATERIALS
class Spatial;
// Internal structure holding a reference to mesh visuals, physics and a block of voxel data.
class VoxelBlock {
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MESH_NEED_UPDATE, // The mesh is out of date but was not yet scheduled for update
MESH_UPDATE_NOT_SENT, // The mesh is out of date and was scheduled for update, but no request have been sent yet
MESH_UPDATE_SENT // The mesh is out of date, and an update request was sent, pending response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
};
Ref<VoxelBuffer> voxels;
Vector3i position;
unsigned int lod_index = 0;
bool pending_transition_update = false;
VoxelViewerRefCount 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 VoxelBlock *create(Vector3i bpos, Ref<VoxelBuffer> buffer, unsigned int size, unsigned int p_lod_index);
~VoxelBlock();
void set_world(Ref<World> p_world);
// Visuals
void set_mesh(Ref<Mesh> mesh);
Ref<Mesh> get_mesh() const;
void set_transition_mesh(Ref<Mesh> mesh, int side);
bool has_mesh() const;
void drop_mesh();
void set_shader_material(Ref<ShaderMaterial> material);
inline Ref<ShaderMaterial> get_shader_material() const { return _shader_material; }
// Collisions
void set_collision_mesh(Vector<Array> surface_arrays, bool debug_collision, Spatial *node);
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 Transform &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; }
void set_needs_lodding(bool need_lodding);
inline bool get_needs_lodding() const { return _needs_lodding; }
bool is_modified() const;
void set_modified(bool modified);
template <typename F>
void for_each_mesh_instance_with_transform(F f) const {
const Transform local_transform(Basis(), _position_in_voxels.to_vec3());
const Transform 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:
VoxelBlock();
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<World> _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;
// The block was edited, which requires its LOD counterparts to be recomputed
bool _needs_lodding = false;
// Indicates if this block is different from the time it was loaded (should be saved)
bool _modified = false;
};
#endif // VOXEL_BLOCK_H