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tool
extends MeshInstance
# Makeshift interface class inhereted by all voxel visualization objects.
## Signals
# Emitted when VoxelSet is changed
signal set_voxel_set(voxel_set)
## Enums
# Defines the modes in which Mesh can be constructed
enum MeshModes {
# Naive meshing, simple culling of voxel faces; http://web.archive.org/web/20200428085802/https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/
NAIVE,
# Greedy meshing, culls and merges similar voxel faces; http://web.archive.org/web/20201112011204/https://www.gedge.ca/dev/2014/08/17/greedy-voxel-meshing
GREEDY,
# Marching Cubes meshing, https://en.wikipedia.org/wiki/Marching_cubes
#MARCHING_CUBES,
# Transvoxel meshing, http://web.archive.org/web/20201112033736/http://transvoxel.org/
#TRANSVOXEL,
}
## Exported Variables
# The meshing mode by which Mesh is generated
export(MeshModes) var mesh_mode := MeshModes.NAIVE setget set_mesh_mode
# Flag indicating that UV Mapping should be applied when generating meshes if applicable
export var uv_map := false setget set_uv_map
# Flag indicating the persitant attachment and maintenance of a StaticBody
export var static_body := false setget set_static_body
# The VoxelSet for this VoxelObject
export(Resource) var voxel_set = null setget set_voxel_set
## Public Variables
# Flag indicating that edits to voxel data will be frequent
# NOTE: When true will only allow naive meshing
var edit_hint := 0 setget set_edit_hint
# Public Methods
# Sets the EditHint flag, calls update_mesh if needed and not told otherwise
func set_edit_hint(value : int, update := is_inside_tree()) -> void:
edit_hint = value
if update:
update_mesh()
# Sets the mesh_mode, calls update_mesh if needed and not told otherwise
func set_mesh_mode(value : int, update := is_inside_tree()) -> void:
mesh_mode = value
if update:
update_mesh()
# Sets the uv_map, calls update_mesh if needed and not told otherwise
func set_uv_map(value : bool, update := is_inside_tree()) -> void:
uv_map = value
if update:
update_mesh()
# Sets static_body, calls update_static_body if needed and not told otherwise
func set_static_body(value : bool, update := is_inside_tree()) -> void:
static_body = value
if update:
update_static_body()
# Sets voxel_set, calls update_mesh if needed and not told otherwise
func set_voxel_set(value : Resource, update := is_inside_tree()) -> void:
if not (typeof(value) == TYPE_NIL or value is VoxelSet):
printerr("Invalid Resource given expected VoxelSet")
return
if is_instance_valid(voxel_set):
if voxel_set.is_connected("requested_refresh", self, "update_mesh"):
voxel_set.disconnect("requested_refresh", self, "update_mesh")
voxel_set = value
if is_instance_valid(voxel_set):
if not voxel_set.is_connected("requested_refresh", self, "update_mesh"):
voxel_set.connect("requested_refresh", self, "update_mesh")
if update:
update_mesh()
emit_signal("set_voxel_set", voxel_set)
# Return true if no voxels are present
func empty() -> bool:
return true
# Sets given voxel id at the given grid position
func set_voxel(grid : Vector3, voxel_id : int) -> void:
pass
# Replace current voxel data with given voxel data
# voxels : Dictionary<Vector3, int> : voxels to set
func set_voxels(voxels : Dictionary) -> void:
erase_voxels()
for grid in voxels:
set_voxel(grid, voxels[grid])
# Returns voxel id at given grid position if present; otherwise returns -1
func get_voxel_id(grid : Vector3) -> int:
return -1
# Returns voxel Dictionary representing voxel id at given grid position
func get_voxel(grid : Vector3) -> Dictionary:
return voxel_set.get_voxel(get_voxel_id(grid))
# Returns Array of all voxel grid positions
# return : Array<Vector3> : Array of Vector3 each represents a grid position of a voxel
func get_voxels() -> Array:
return []
# Erase voxel id at given grid position
func erase_voxel(grid : Vector3) -> void:
pass
# Erase all voxels
func erase_voxels() -> void:
for grid in get_voxels():
erase_voxel(grid)
# Returns 3D axis-aligned bounding box
# volume : Array<Vector3> : Array of grid positions from which to calculate bounds
# return : Dictionary : bounding box, contains: { position : Vector3, size: Vector3 }
func get_box(volume := get_voxels()) -> Dictionary:
var box := { "position": Vector3.ZERO, "size": Vector3.ZERO }
if not volume.empty():
box["position"] = Vector3.INF
box["size"] = -Vector3.INF
for voxel_grid in volume:
if voxel_grid.x < box["position"].x:
box["position"].x = voxel_grid.x
if voxel_grid.y < box["position"].y:
box["position"].y = voxel_grid.y
if voxel_grid.z < box["position"].z:
box["position"].z = voxel_grid.z
if voxel_grid.x > box["size"].x:
box["size"].x = voxel_grid.x
if voxel_grid.y > box["size"].y:
box["size"].y = voxel_grid.y
if voxel_grid.z > box["size"].z:
box["size"].z = voxel_grid.z
box["size"] = (box["size"] - box["position"]).abs() + Vector3.ONE
return box
# Moves voxels in given volume by given translation
# translation : Vector3 : translation to move voxels by
# volume : Array<Vector3> : Array of grid positions representing voxels to move
func move(translation := Vector3(), volume := get_voxels()) -> void:
var translated := {}
for voxel_grid in volume:
translated[voxel_grid + translation] = get_voxel_id(voxel_grid)
erase_voxel(voxel_grid)
for voxel_grid in translated:
set_voxel(voxel_grid, translated[voxel_grid])
# Centers voxels in given volume with respect to axis origin with the given alignment
# alignment : Vector3 : Alignment to center voxels by
# volume : Array<Vector3> : Array of grid positions representing voxels to center
func center(alignment := Vector3(0.5, 0.5, 0.5), volume := get_voxels()) -> void:
move(vec_to_center(alignment, volume), volume)
# Flips voxels in given volume over set axis
func flip(x : bool, y : bool, z : bool, volume := get_voxels()) -> void:
var flipped := {}
for voxel_grid in volume:
flipped[Vector3(
(voxel_grid.x + (1 if z else 0)) * (-1 if z else 1),
(voxel_grid.y + (1 if y else 0)) * (-1 if y else 1),
(voxel_grid.z + (1 if x else 0)) * (-1 if x else 1))] = get_voxel_id(voxel_grid)
erase_voxel(voxel_grid)
for voxel_grid in flipped:
set_voxel(voxel_grid, flipped[voxel_grid])
# Returns the translation necessary to center given volume by
# alignment : Vector3 : Alignment to center voxels by
# volume : Array<Vector3> : Array of grid positions representing voxels to center
# return : Vector3 : Translation necessary to center
func vec_to_center(alignment := Vector3(0.5, 0.5, 0.5), volume := get_voxels()) -> Vector3:
var box := get_box(volume)
alignment = Vector3.ONE - Vector3(
clamp(alignment.x, 0.0, 1.0),
clamp(alignment.y, 0.0, 1.0),
clamp(alignment.z, 0.0, 1.0))
return -box["position"] - (box["size"] * alignment).floor()
# A Fast Voxel Traversal Algorithm for Ray Tracing, by John Amanatides
# Algorithm paper: https://web.archive.org/web/20201108160724/http://www.cse.chalmers.se/edu/year/2010/course/TDA361/grid.pdf
# from : Vector3 : World position from which to start raycast
# direction : Vector3 : Direction of raycast
# max_distance : int : Maximum distance of ray cast
# stop : FuncRef : Calls on function, that receives "hit" and returns bool, as raycast is projected, if it returns true raycast is returned
# return : Dictionary<String, Vector3> : If voxel is "hit", returns Dictionary with grid position and face normal; else empty
func intersect_ray(
from : Vector3,
direction : Vector3,
max_distance := 64,
stop : FuncRef = null) -> Dictionary:
var hit := {
"normal": Vector3(),
}
var grid := Voxel.world_to_grid(from)
var step := Vector3(
1 if direction.x > 0 else -1,
1 if direction.y > 0 else -1,
1 if direction.z > 0 else -1)
var t_delta := direction.inverse().abs()
var dist := from.distance_to(Voxel.world_to_snapped(from))
var t_max := t_delta * dist
var step_index := -1
var t = 0.0
var valid := false
while t < max_distance:
hit["position"] = grid
hit["normal"].x = -step.x if step_index == 0 else 0
hit["normal"].y = -step.y if step_index == 1 else 0
hit["normal"].z = -step.z if step_index == 2 else 0
if get_voxel_id(grid) > -1 or (is_instance_valid(stop) and stop.call_func(hit)):
valid = true
break
match t_max.min_axis():
Vector3.AXIS_X:
grid.x += step.x
t = t_max.x
t_max.x += t_delta.x
step_index = 0
Vector3.AXIS_Y:
grid.y += step.y
t = t_max.y
t_max.y += t_delta.y
step_index = 1
Vector3.AXIS_Z:
grid.z += step.z
t = t_max.z
t_max.z += t_delta.z
step_index = 2
if not valid:
hit.clear()
return hit
# Returns Array of all voxel grid positions connected to given target
# target : Vector3 : Grid position at which to start flood select
# selected : Array : Array to add selected voxel grid positions to
# return : Array<Vector3> : Array of all voxel grid positions connected to given target
func select_flood(target : Vector3, selected := []) -> Array:
selected.append(get_voxel_id(target))
for direction in Voxel.Faces:
var next = target + direction
if get_voxel_id(next) == get_voxel_id(selected[0]):
if not selected.has(next):
select_flood(next, selected)
return selected
# Returns Array of all voxel grid positions connected to given target that aren't obstructed at the given face normal
# target : Vector3 : Grid position at which to start flood select
# face_normal : Vector3 : Normal of face to check for obstruction
# selected : Array : Array to add selected voxel grid positions to
# return : Array<Vector3> : Array of all voxel grid positions connected to given target
func select_face(target : Vector3, face_normal : Vector3, selected := []) -> Array:
selected.append(target)
for direction in Voxel.Faces[face_normal]:
var next = target + direction
if get_voxel_id(next) > -1:
if get_voxel_id(next + face_normal) == -1:
if not selected.has(next):
select_face(next, face_normal, selected)
return selected
# Returns Array of all voxel grid positions connected to given target that are similar and aren't obstructed at the given face normal
# target : Vector3 : Grid position at which to start flood select
# face_normal : Vector3 : Normal of face to check for obstruction
# selected : Array : Array to add selected voxel grid positions to
# return : Array<Vector3> : Array of all voxel grid positions connected to given target
func select_face_similar(target : Vector3, face_normal : Vector3, selected := []) -> Array:
selected.append(target)
for direction in Voxel.Faces[face_normal]:
var next = target + direction
if get_voxel_id(next) == get_voxel_id(selected[0]):
if get_voxel_id(next + face_normal) == -1:
if not selected.has(next):
select_face_similar(next, face_normal, selected)
return selected
# Loads and sets voxels and replaces VoxelSet with given file
# NOTE: Reference Reader.gd for valid file imports
# source_file : String : Path to file to be loaded
# new_voxel_set : bool : If true new VoxelSet is created, else overwrite current one
# return int : int : Error code
func load_file(source_file : String, new_voxel_set := true) -> int:
var read := Reader.read_file(source_file)
var error : int = read.get("error", FAILED)
if error == OK:
if new_voxel_set or not is_instance_valid(voxel_set):
set_voxel_set(VoxelSet.new(), false)
voxel_set.set_voxels(read["palette"])
set_voxels(read["voxels"])
return error
# Makes a naive mesh out of volume of voxels given
# volume : Array<Vector3> : Array of grid positions representing volume of voxels from which to buid ArrayMesh
# vt : VoxelTool : VoxelTool with which ArrayMesh will be built
# return : ArrayMesh : Naive voxel mesh
func naive_volume(volume : Array, vt := VoxelTool.new()) -> ArrayMesh:
if not is_instance_valid(voxel_set):
return null
vt.begin(voxel_set, uv_map)
for position in volume:
for direction in Voxel.Faces:
if get_voxel_id(position + direction) == -1:
vt.add_face(get_voxel(position), direction, position)
return vt.commit()
# Greedy meshing
# volume : Array<Vector3> : Array of grid positions representing volume of voxels from which to buid ArrayMesh
# vt : VoxelTool : VoxelTool with which ArrayMesh will be built
# return : ArrayMesh : Greedy voxel mesh
func greed_volume(volume : Array, vt := VoxelTool.new()) -> ArrayMesh:
if not is_instance_valid(voxel_set):
return null
vt.begin(voxel_set, uv_map)
var faces = Voxel.Faces.duplicate()
for face in faces:
faces[face] = []
for position in volume:
if get_voxel_id(position + face) == -1:
faces[face].append(position)
for face in faces:
while not faces[face].empty():
var bottom_right : Vector3 = faces[face].pop_front()
var bottom_left : Vector3 = bottom_right
var top_right : Vector3 = bottom_right
var top_left : Vector3 = bottom_right
var voxel : Dictionary = get_voxel(bottom_right)
if not uv_map or Voxel.get_face_uv(voxel, face) == -Vector2.ONE:
var width := 1
while true:
var index = faces[face].find(top_right + Voxel.Faces[face][1])
if index > -1:
var _voxel = get_voxel(faces[face][index])
if Voxel.get_face_color(_voxel, face) == Voxel.get_face_color(voxel, face) and (not uv_map or Voxel.get_face_uv(_voxel, face) == -Vector2.ONE):
width += 1
faces[face].remove(index)
top_right += Voxel.Faces[face][1]
bottom_right += Voxel.Faces[face][1]
else:
break
else:
break
while true:
var index = faces[face].find(top_left + Voxel.Faces[face][0])
if index > -1:
var _voxel = get_voxel(faces[face][index])
if Voxel.get_face_color(_voxel, face) == Voxel.get_face_color(voxel, face) and (not uv_map or Voxel.get_face_uv(_voxel, face) == -Vector2.ONE):
width += 1
faces[face].remove(index)
top_left += Voxel.Faces[face][0]
bottom_left += Voxel.Faces[face][0]
else:
break
else:
break
while true:
var used := []
var current := top_right
var index = faces[face].find(current + Voxel.Faces[face][3])
if index > -1:
var _voxel = get_voxel(faces[face][index])
if Voxel.get_face_color(_voxel, face) == Voxel.get_face_color(voxel, face) and (not uv_map or Voxel.get_face_uv(_voxel, face) == -Vector2.ONE):
current += Voxel.Faces[face][3]
used.append(current)
while true:
index = faces[face].find(current + Voxel.Faces[face][0])
if index > -1:
_voxel = get_voxel(faces[face][index])
if Voxel.get_face_color(_voxel, face) == Voxel.get_face_color(voxel, face) and (not uv_map or Voxel.get_face_uv(_voxel, face) == -Vector2.ONE):
current += Voxel.Faces[face][0]
used.append(current)
else:
break
else:
break
if used.size() == width:
top_right += Voxel.Faces[face][3]
top_left += Voxel.Faces[face][3]
for use in used:
faces[face].erase(use)
else:
break
else:
break
else:
break
while true:
var used := []
var current := bottom_right
var index = faces[face].find(current + Voxel.Faces[face][2])
if index > -1:
var _voxel = get_voxel(faces[face][index])
if Voxel.get_face_color(_voxel, face) == Voxel.get_face_color(voxel, face) and (not uv_map or Voxel.get_face_uv(_voxel, face) == -Vector2.ONE):
current += Voxel.Faces[face][2]
used.append(current)
while true:
index = faces[face].find(current + Voxel.Faces[face][0])
if index > -1:
_voxel = get_voxel(faces[face][index])
if Voxel.get_face_color(_voxel, face) == Voxel.get_face_color(voxel, face) and (not uv_map or Voxel.get_face_uv(_voxel, face) == -Vector2.ONE):
current += Voxel.Faces[face][0]
used.append(current)
else:
break
else:
break
if used.size() == width:
bottom_right += Voxel.Faces[face][2]
bottom_left += Voxel.Faces[face][2]
for use in used:
faces[face].erase(use)
else:
break
else:
break
else:
break
vt.add_face(voxel,face,
bottom_right, bottom_left, top_right, top_left)
return vt.commit()
# Updates Mesh and calls on save and update_static_body if needed
# save : bool : Save voxels on update
func update_mesh() -> void:
update_static_body()
# Sets and updates StaticMesh if demanded
func update_static_body() -> void:
pass
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