125 lines
3.1 KiB
GDScript
125 lines
3.1 KiB
GDScript
@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)
|
|
|