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https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
Added getters
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@ -27,9 +27,16 @@ Ref<Voxel> VoxelLibrary::create_voxel(int id, String name) {
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return voxel;
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}
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Ref<Voxel> VoxelLibrary::_get_voxel_bind(int id) {
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ERR_FAIL_COND_V(id < 0 || id >= MAX_VOXEL_TYPES, Ref<Voxel>());
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return _voxel_types[id];
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}
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void VoxelLibrary::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("create_voxel:Voxel", "id", "name"), &VoxelLibrary::create_voxel);
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ObjectTypeDB::bind_method(_MD("get_voxel", "id"), &VoxelLibrary::_get_voxel_bind);
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ObjectTypeDB::bind_method(_MD("set_atlas_size", "square_size"), &VoxelLibrary::set_atlas_size);
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}
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@ -24,13 +24,15 @@ public:
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_FORCE_INLINE_ bool has_voxel(int id) const { return _voxel_types[id].is_valid(); }
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_FORCE_INLINE_ const Voxel & get_voxel_const(int id) const { return **_voxel_types[id]; }
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protected:
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static void _bind_methods();
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Ref<Voxel> _get_voxel_bind(int id);
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private:
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Ref<Voxel> _voxel_types[MAX_VOXEL_TYPES];
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int _atlas_size;
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protected:
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static void _bind_methods();
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};
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#endif // VOXEL_LIBRARY_H
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@ -120,9 +120,10 @@ static const unsigned int g_edge_corners[EDGE_COUNT][2] = {
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};
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VoxelMesher::VoxelMesher(): _baked_occlusion_darkness(0.75), _bake_occlusion(true) {
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}
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VoxelMesher::VoxelMesher():
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_baked_occlusion_darkness(0.75),
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_bake_occlusion(true)
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{}
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void VoxelMesher::set_library(Ref<VoxelLibrary> library) {
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ERR_FAIL_COND(library.is_null());
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@ -135,6 +136,11 @@ void VoxelMesher::set_material(Ref<Material> material, unsigned int id) {
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_surface_tool[id].set_material(material);
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}
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Ref<Material> VoxelMesher::get_material(unsigned int id) const {
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ERR_FAIL_COND_V(id >= MAX_MATERIALS, Ref<Material>());
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return _materials[id];
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}
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void VoxelMesher::set_occlusion_darkness(float darkness) {
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_baked_occlusion_darkness = darkness;
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if (_baked_occlusion_darkness < 0.0)
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@ -338,10 +344,18 @@ Ref<Mesh> VoxelMesher::build(const VoxelBuffer & buffer) {
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void VoxelMesher::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_material", "material", "id"), &VoxelMesher::set_material);
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ObjectTypeDB::bind_method(_MD("set_material", "material", "id"), &VoxelMesher::set_material);
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ObjectTypeDB::bind_method(_MD("get_material:Material", "id"), &VoxelMesher::get_material);
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ObjectTypeDB::bind_method(_MD("set_library", "voxel_library"), &VoxelMesher::set_library);
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ObjectTypeDB::bind_method(_MD("get_library:VoxelLibrary"), &VoxelMesher::get_library);
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ObjectTypeDB::bind_method(_MD("set_occlusion_enabled", "enable"), &VoxelMesher::set_occlusion_enabled);
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ObjectTypeDB::bind_method(_MD("get_occlusion_enabled"), &VoxelMesher::get_occlusion_enabled);
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ObjectTypeDB::bind_method(_MD("set_occlusion_darkness", "value"), &VoxelMesher::set_occlusion_darkness);
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ObjectTypeDB::bind_method(_MD("build", "voxel_buffer"), &VoxelMesher::build_ref);
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ObjectTypeDB::bind_method(_MD("get_occlusion_darkness"), &VoxelMesher::get_occlusion_darkness);
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ObjectTypeDB::bind_method(_MD("build", "voxel_buffer"), &VoxelMesher::build_ref);
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}
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@ -9,11 +9,31 @@
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#include "voxel_library.h"
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class VoxelMesher : public Reference {
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OBJ_TYPE(VoxelMesher, Reference);
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OBJ_TYPE(VoxelMesher, Reference)
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public:
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static const unsigned int MAX_MATERIALS = 8; // Arbitrary. Tweak if needed.
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VoxelMesher();
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void set_material(Ref<Material> material, unsigned int id);
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Ref<Material> get_material(unsigned int id) const;
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void set_library(Ref<VoxelLibrary> library);
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Ref<VoxelLibrary> get_library() const { return _library; }
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void set_occlusion_darkness(float darkness);
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float get_occlusion_darkness() const { return _baked_occlusion_darkness; }
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void set_occlusion_enabled(bool enable);
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bool get_occlusion_enabled() const { return _bake_occlusion; }
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Ref<Mesh> build(const VoxelBuffer & buffer_ref);
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Ref<Mesh> build_ref(Ref<VoxelBuffer> buffer_ref);
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protected:
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static void _bind_methods();
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private:
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Ref<VoxelLibrary> _library;
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Ref<Material> _materials[MAX_MATERIALS];
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@ -21,24 +41,6 @@ private:
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float _baked_occlusion_darkness;
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bool _bake_occlusion;
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public:
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VoxelMesher();
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void set_material(Ref<Material> material, unsigned int id);
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void set_library(Ref<VoxelLibrary> library);
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void set_occlusion_darkness(float darkness);
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void set_occlusion_enabled(bool enable);
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Ref<Mesh> build(const VoxelBuffer & buffer_ref);
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Ref<Mesh> build_ref(Ref<VoxelBuffer> buffer_ref);
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protected:
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static void _bind_methods();
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};
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