godot_voxel/voxel_mesher.h

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#ifndef VOXEL_MESHER
#define VOXEL_MESHER
#include <reference.h>
#include <scene/resources/mesh.h>
#include <scene/resources/surface_tool.h>
#include "voxel.h"
#include "voxel_buffer.h"
class VoxelLibrary;
class VoxelMesher : public Reference {
OBJ_TYPE(VoxelMesher, Reference);
public:
static const unsigned int MAX_MATERIALS = 8; // Arbitrary. Tweak if needed.
private:
Ref<VoxelLibrary> _library;
Ref<Material> _materials[MAX_MATERIALS];
SurfaceTool _surface_tool[MAX_MATERIALS];
float _baked_occlusion_darkness;
bool _bake_occlusion;
public:
VoxelMesher();
void set_material(Ref<Material> material, unsigned int id);
void set_library(Ref<VoxelLibrary> library);
void set_occlusion_darkness(float darkness);
void set_occlusion_enabled(bool enable);
Ref<Mesh> build(Ref<VoxelBuffer> buffer_ref);
protected:
static void _bind_methods();
};
#endif // VOXEL_MESHER