godot_voxel/voxel_terrain.h

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#ifndef VOXEL_TERRAIN_H
#define VOXEL_TERRAIN_H
#include <scene/main/node.h>
#include "voxel_map.h"
#include "voxel_mesher.h"
#include "voxel_provider.h"
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// TODO
//#define VOXEL_TERRAIN_PROFILING
// Infinite static terrain made of voxels.
// It is loaded around VoxelTerrainStreamers.
class VoxelTerrain : public Node /*, public IVoxelMapObserver*/ {
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GDCLASS(VoxelTerrain, Node)
public:
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VoxelTerrain();
void set_provider(Ref<VoxelProvider> provider);
Ref<VoxelProvider> get_provider();
void force_load_blocks(Vector3i center, Vector3i extents);
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int get_block_update_count();
//void clear_update_queue();
void make_block_dirty(Vector3i bpos);
void make_blocks_dirty(Vector3i min, Vector3i size);
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void set_generate_collisions(bool enabled);
bool get_generate_collisions() { return _generate_collisions; }
void set_viewer_path(NodePath path);
NodePath get_viewer_path();
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Ref<VoxelMesher> get_mesher() { return _mesher; }
Ref<VoxelMap> get_map() { return _map; }
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Ref<VoxelLibrary> get_voxel_library();
protected:
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void _notification(int p_what);
private:
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void _process();
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void update_blocks();
void update_block_mesh(Vector3i block_pos);
Spatial * get_viewer(NodePath path);
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// Observer events
//void block_removed(VoxelBlock & block);
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static void _bind_methods();
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// Convenience
Vector3 _voxel_to_block_binding(Vector3 pos) { return Vector3i(VoxelMap::voxel_to_block(pos)).to_vec3(); }
Vector3 _block_to_voxel_binding(Vector3 pos) { return Vector3i(VoxelMap::block_to_voxel(pos)).to_vec3(); }
void _force_load_blocks_binding(Vector3 center, Vector3 extents) { force_load_blocks(center, extents); }
void _make_block_dirty_binding(Vector3 bpos) { make_block_dirty(bpos); }
void _make_blocks_dirty_binding(Vector3 min, Vector3 size) { make_blocks_dirty(min, size); }
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Variant _raycast_binding(Vector3 origin, Vector3 direction, real_t max_distance);
// void set_voxel(Vector3 pos, int value, int c);
// int get_voxel(Vector3 pos, int c);
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private:
// Parameters
int _min_y; // In blocks, not voxels
int _max_y;
// Voxel storage
Ref<VoxelMap> _map;
// TODO Terrains only need to handle the visible portion of voxels, which reduces the bounds blocks to handle.
// Therefore, could a simple grid be better to use than a hashmap?
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Vector<Vector3i> _block_update_queue;
HashMap<Vector3i, bool, Vector3iHasher> _dirty_blocks; // only the key is relevant
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Ref<VoxelMesher> _mesher;
Ref<VoxelProvider> _provider;
NodePath _viewer_path;
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bool _generate_collisions;
};
#endif // VOXEL_TERRAIN_H