project_teddy/addons/zylann.hterrain/hterrain_chunk.gd

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GDScript3
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2023-04-11 13:31:11 -06:00
@tool
var cell_origin_x := 0
var cell_origin_y := 0
var _visible : bool
# This is true when the chunk is meant to be displayed.
# A chunk can be active and hidden (due to the terrain being hidden).
var _active : bool
var _pending_update : bool
var _mesh_instance : RID
# Need to keep a reference so that the mesh RID doesn't get freed
# TODO Use RID directly, no need to keep all those meshes in memory
var _mesh : Mesh = null
# TODO p_parent is HTerrain, can't add type hint due to cyclic reference
func _init(p_parent: Node3D, p_cell_x: int, p_cell_y: int, p_material: Material):
assert(p_parent is Node3D)
assert(typeof(p_cell_x) == TYPE_INT)
assert(typeof(p_cell_y) == TYPE_INT)
assert(p_material is Material)
cell_origin_x = p_cell_x
cell_origin_y = p_cell_y
var rs := RenderingServer
_mesh_instance = rs.instance_create()
if p_material != null:
rs.instance_geometry_set_material_override(_mesh_instance, p_material.get_rid())
var world := p_parent.get_world_3d()
if world != null:
rs.instance_set_scenario(_mesh_instance, world.get_scenario())
_visible = true
# TODO Is this needed?
rs.instance_set_visible(_mesh_instance, _visible)
_active = true
_pending_update = false
func _notification(p_what: int):
if p_what == NOTIFICATION_PREDELETE:
if _mesh_instance != RID():
RenderingServer.free_rid(_mesh_instance)
_mesh_instance = RID()
func is_active() -> bool:
return _active
func set_active(a: bool):
_active = a
func is_pending_update() -> bool:
return _pending_update
func set_pending_update(p: bool):
_pending_update = p
func enter_world(world: World3D):
assert(_mesh_instance != RID())
RenderingServer.instance_set_scenario(_mesh_instance, world.get_scenario())
func exit_world():
assert(_mesh_instance != RID())
RenderingServer.instance_set_scenario(_mesh_instance, RID())
func parent_transform_changed(parent_transform: Transform3D):
assert(_mesh_instance != RID())
var local_transform := Transform3D(Basis(), Vector3(cell_origin_x, 0, cell_origin_y))
var world_transform := parent_transform * local_transform
RenderingServer.instance_set_transform(_mesh_instance, world_transform)
func set_mesh(mesh: Mesh):
assert(_mesh_instance != RID())
if mesh == _mesh:
return
RenderingServer.instance_set_base(_mesh_instance, mesh.get_rid() if mesh != null else RID())
_mesh = mesh
func set_material(material: Material):
assert(_mesh_instance != RID())
RenderingServer.instance_geometry_set_material_override( \
_mesh_instance, material.get_rid() if material != null else RID())
func set_visible(visible: bool):
assert(_mesh_instance != RID())
RenderingServer.instance_set_visible(_mesh_instance, visible)
_visible = visible
func is_visible() -> bool:
return _visible
func set_aabb(aabb: AABB):
assert(_mesh_instance != RID())
RenderingServer.instance_set_custom_aabb(_mesh_instance, aabb)
func set_render_layer_mask(mask: int):
assert(_mesh_instance != RID())
RenderingServer.instance_set_layer_mask(_mesh_instance, mask)
func set_cast_shadow_setting(setting: int):
assert(_mesh_instance != RID())
RenderingServer.instance_geometry_set_cast_shadows_setting(_mesh_instance, setting)