khanat-client/addons/zylann.hterrain/hterrain_chunk.gd

120 lines
2.9 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, p_cell_x: int, p_cell_y: int, p_material: Material):
assert(p_parent is Spatial)
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 vs = VisualServer
_mesh_instance = vs.instance_create()
if p_material != null:
vs.instance_geometry_set_material_override(_mesh_instance, p_material.get_rid())
var world = p_parent.get_world()
if world != null:
vs.instance_set_scenario(_mesh_instance, world.get_scenario())
_visible = true
# TODO Is this needed?
vs.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():
VisualServer.free_rid(_mesh_instance)
_mesh_instance = RID()
func is_active() -> bool:
return _active
func set_active(a):
_active = a
func is_pending_update() -> bool:
return _pending_update
func set_pending_update(p):
_pending_update = p
func enter_world(world):
assert(_mesh_instance != RID())
VisualServer.instance_set_scenario(_mesh_instance, world.get_scenario())
func exit_world():
assert(_mesh_instance != RID())
VisualServer.instance_set_scenario(_mesh_instance, RID())
func parent_transform_changed(parent_transform):
assert(_mesh_instance != RID())
var local_transform = Transform(Basis(), Vector3(cell_origin_x, 0, cell_origin_y))
var world_transform = parent_transform * local_transform
VisualServer.instance_set_transform(_mesh_instance, world_transform)
func set_mesh(mesh: Mesh):
assert(_mesh_instance != RID())
if mesh == _mesh:
return
VisualServer.instance_set_base(_mesh_instance, mesh.get_rid() if mesh != null else RID())
_mesh = mesh
func set_material(material: Material):
assert(_mesh_instance != RID())
VisualServer.instance_geometry_set_material_override( \
_mesh_instance, material.get_rid() if material != null else RID())
func set_visible(visible: bool):
assert(_mesh_instance != RID())
VisualServer.instance_set_visible(_mesh_instance, visible)
_visible = visible
func is_visible() -> bool:
return _visible
func set_aabb(aabb: AABB):
assert(_mesh_instance != RID())
VisualServer.instance_set_custom_aabb(_mesh_instance, aabb)
func set_render_layer_mask(mask: int):
assert(_mesh_instance != RID())
VisualServer.instance_set_layer_mask(_mesh_instance, mask)