godot_voxel/voxel_block.cpp

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#include "voxel_block.h"
// Helper
VoxelBlock *VoxelBlock::create(Vector3i bpos, Ref<VoxelBuffer> buffer, unsigned int size) {
const int bs = size;
ERR_FAIL_COND_V(buffer.is_null(), NULL);
ERR_FAIL_COND_V(buffer->get_size() != Vector3i(bs, bs, bs), NULL);
VoxelBlock *block = memnew(VoxelBlock);
block->pos = bpos;
block->_position_in_voxels = bpos * size;
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block->voxels = buffer;
//block->map = &map;
return block;
}
VoxelBlock::VoxelBlock()
: voxels(NULL) {
VisualServer &vs = *VisualServer::get_singleton();
if (_mesh_instance.is_valid()) {
vs.free(_mesh_instance);
_mesh_instance = RID();
}
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}
void VoxelBlock::set_mesh(Ref<Mesh> mesh, Ref<World> world) {
VisualServer &vs = *VisualServer::get_singleton();
if(mesh.is_valid()) {
if(_mesh_instance.is_valid() == false) {
// Create instance if it doesn't exist
ERR_FAIL_COND(world.is_null());
_mesh_instance = vs.instance_create();
vs.instance_set_scenario(_mesh_instance, world->get_scenario());
}
vs.instance_set_base(_mesh_instance, mesh.is_valid() ? mesh->get_rid() : RID());
Transform local_transform(Basis(), _position_in_voxels.to_vec3());
vs.instance_set_transform(_mesh_instance, local_transform);
// TODO The day VoxelTerrain becomes a Spatial, this transform will need to be updatable separately
} else {
if(_mesh_instance.is_valid()) {
// Delete instance if it exists
vs.free(_mesh_instance);
_mesh_instance = RID();
}
}
_mesh = mesh;
}