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https://github.com/Relintai/godot_voxel.git
synced 2024-11-19 02:47:18 +01:00
Added function to make an area dirty
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@ -383,6 +383,52 @@ void VoxelTerrain::make_voxel_dirty(Vector3i pos) {
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}
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}
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void VoxelTerrain::make_area_dirty(Rect3i box) {
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Vector3i min_pos = box.pos;
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Vector3i max_pos = box.pos + box.size - Vector3(1, 1, 1);
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// TODO Thread-safe way of getting this parameter
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bool check_corners = true;//_mesher->get_occlusion_enabled();
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if (check_corners) {
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min_pos -= Vector3i(1, 1, 1);
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max_pos += Vector3i(1, 1, 1);
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} else {
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Vector3i min_rpos = _map->to_local(min_pos);
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if (min_rpos.x == 0)
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--min_pos.x;
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if (min_rpos.y == 0)
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--min_pos.y;
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if (min_rpos.z == 0)
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--min_pos.z;
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const int max = _map->get_block_size() - 1;
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Vector3i max_rpos = _map->to_local(max_pos);
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if (max_rpos.x == max)
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++max_pos.x;
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if (max_rpos.y == max)
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++max_pos.y;
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if (max_rpos.z == max)
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++max_pos.z;
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}
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Vector3i min_block_pos = _map->voxel_to_block(min_pos);
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Vector3i max_block_pos = _map->voxel_to_block(max_pos);
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Vector3i bpos;
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for (bpos.z = min_block_pos.z; bpos.z <= max_block_pos.z; ++bpos.z) {
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for (bpos.x = min_block_pos.x; bpos.x <= max_block_pos.x; ++bpos.x) {
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for (bpos.y = min_block_pos.y; bpos.y <= max_block_pos.y; ++bpos.y) {
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make_block_dirty(bpos);
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}
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}
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}
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}
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struct EnterWorldAction {
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World *world;
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EnterWorldAction(World *w) : world(w) {}
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@ -805,6 +851,10 @@ static bool _raycast_binding_predicate(Vector3i pos, void *context_ptr) {
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return v1 - 128 >= 0;
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}
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void VoxelTerrain::_make_area_dirty_binding(AABB aabb) {
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make_area_dirty(Rect3i(aabb.position, aabb.size));
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}
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Variant VoxelTerrain::_raycast_binding(Vector3 origin, Vector3 direction, real_t max_distance) {
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// TODO Transform input if the terrain is rotated (in the future it can be made a Spatial node)
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@ -868,9 +918,8 @@ void VoxelTerrain::_bind_methods() {
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ClassDB::bind_method(D_METHOD("voxel_to_block", "voxel_pos"), &VoxelTerrain::_voxel_to_block_binding);
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ClassDB::bind_method(D_METHOD("block_to_voxel", "block_pos"), &VoxelTerrain::_block_to_voxel_binding);
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//ClassDB::bind_method(D_METHOD("make_block_dirty", "pos"), &VoxelTerrain::_make_block_dirty_binding);
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//ClassDB::bind_method(D_METHOD("make_blocks_dirty", "min", "size"), &VoxelTerrain::_make_blocks_dirty_binding);
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ClassDB::bind_method(D_METHOD("make_voxel_dirty", "pos"), &VoxelTerrain::_make_voxel_dirty_binding);
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ClassDB::bind_method(D_METHOD("make_area_dirty", "aabb"), &VoxelTerrain::_make_area_dirty_binding);
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ClassDB::bind_method(D_METHOD("raycast", "origin", "direction", "max_distance"), &VoxelTerrain::_raycast_binding, DEFVAL(100));
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@ -39,6 +39,7 @@ public:
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void make_block_dirty(Vector3i bpos);
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//void make_blocks_dirty(Vector3i min, Vector3i size);
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void make_voxel_dirty(Vector3i pos);
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void make_area_dirty(Rect3i box);
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bool is_block_dirty(Vector3i bpos) const;
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void set_generate_collisions(bool enabled);
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@ -107,12 +108,9 @@ private:
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Vector3 _voxel_to_block_binding(Vector3 pos);
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Vector3 _block_to_voxel_binding(Vector3 pos);
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//void _force_load_blocks_binding(Vector3 center, Vector3 extents) { force_load_blocks(center, extents); }
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//void _make_block_dirty_binding(Vector3 bpos) { make_block_dirty(bpos); }
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//void _make_blocks_dirty_binding(Vector3 min, Vector3 size) { make_blocks_dirty(min, size); }
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void _make_voxel_dirty_binding(Vector3 pos) { make_voxel_dirty(pos); }
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void _make_area_dirty_binding(AABB aabb);
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Variant _raycast_binding(Vector3 origin, Vector3 direction, real_t max_distance);
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void set_voxel(Vector3 pos, int value, int c);
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int get_voxel(Vector3 pos, int c);
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BlockDirtyState get_block_state(Vector3 p_bpos) const;
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