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Added simple voxel raycast
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141
voxel_raycast.cpp
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141
voxel_raycast.cpp
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#include "voxel_raycast.h"
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#include <math_funcs.h>
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const float g_infinite = 9999999;
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bool voxel_raycast(
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Vector3 ray_origin,
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Vector3 ray_direction,
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VoxelPredicate predicate,
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void * predicate_context,
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real_t max_distance,
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Vector3i & out_hit_pos,
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Vector3i & out_prev_pos
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){
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// Equation : p + v*t
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// p : ray start position (ray.pos)
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// v : ray orientation vector (ray.dir)
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// t : parametric variable = a distance if v is normalized
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// This raycasting technique is described here :
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// http://www.cse.yorku.ca/~amana/research/grid.pdf
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// Note : the grid is assumed to have 1-unit square cells.
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ERR_FAIL_COND_V(predicate == 0, false);
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ERR_FAIL_COND_V(ray_direction.is_normalized() == false, false); // Must be normalized
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/* Initialisation */
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// Voxel position
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Vector3i hit_pos(
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Math::floor(ray_origin.x),
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Math::floor(ray_origin.y),
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Math::floor(ray_origin.z)
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);
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Vector3i hit_prev_pos = hit_pos;
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// Voxel step
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const int xi_step = ray_direction.x > 0 ? 1 : ray_direction.x < 0 ? -1 : 0;
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const int yi_step = ray_direction.y > 0 ? 1 : ray_direction.y < 0 ? -1 : 0;
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const int zi_step = ray_direction.z > 0 ? 1 : ray_direction.z < 0 ? -1 : 0;
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// Parametric voxel step
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const real_t tdelta_x = xi_step != 0 ? 1.f / Math::abs(ray_direction.x) : g_infinite;
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const real_t tdelta_y = yi_step != 0 ? 1.f / Math::abs(ray_direction.y) : g_infinite;
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const real_t tdelta_z = zi_step != 0 ? 1.f / Math::abs(ray_direction.z) : g_infinite;
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// Parametric grid-cross
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real_t tcross_x; // At which value of T we will cross a vertical line?
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real_t tcross_y; // At which value of T we will cross a horizontal line?
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real_t tcross_z; // At which value of T we will cross a depth line?
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// X initialization
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if(xi_step != 0)
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{
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if(xi_step == 1)
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tcross_x = (Math::ceil(ray_origin.x) - ray_origin.x) * tdelta_x;
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else
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tcross_x = (ray_origin.x - Math::floor(ray_origin.x)) * tdelta_x;
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}
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else
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tcross_x = g_infinite; // Will never cross on X
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// Y initialization
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if(yi_step != 0)
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{
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if(yi_step == 1)
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tcross_y = (Math::ceil(ray_origin.y) - ray_origin.y) * tdelta_y;
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else
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tcross_y = (ray_origin.y - Math::floor(ray_origin.y)) * tdelta_y;
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}
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else
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tcross_y = g_infinite; // Will never cross on X
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// Z initialization
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if(zi_step != 0)
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{
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if(zi_step == 1)
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tcross_z = (Math::ceil(ray_origin.z) - ray_origin.z) * tdelta_z;
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else
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tcross_z = (ray_origin.z - Math::floor(ray_origin.z)) * tdelta_z;
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}
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else
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tcross_z = g_infinite; // Will never cross on X
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/* Iteration */
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do
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{
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hit_prev_pos = hit_pos;
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if(tcross_x < tcross_y)
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{
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if(tcross_x < tcross_z)
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{
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// X collision
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//hit.prevPos.x = hit.pos.x;
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hit_pos.x += xi_step;
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if(tcross_x > max_distance)
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return false;
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tcross_x += tdelta_x;
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}
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else
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{
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// Z collision (duplicate code)
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//hit.prevPos.z = hit.pos.z;
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hit_pos.z += zi_step;
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if(tcross_z > max_distance)
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return false;
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tcross_z += tdelta_z;
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}
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}
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else
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{
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if(tcross_y < tcross_z)
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{
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// Y collision
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//hit.prevPos.y = hit.pos.y;
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hit_pos.y += yi_step;
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if(tcross_y > max_distance)
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return false;
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tcross_y += tdelta_y;
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}
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else
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{
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// Z collision (duplicate code)
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//hit.prevPos.z = hit.pos.z;
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hit_pos.z += zi_step;
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if(tcross_z > max_distance)
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return false;
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tcross_z += tdelta_z;
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}
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}
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} while(!predicate(hit_pos, predicate_context));
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out_hit_pos = hit_pos;
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out_prev_pos = hit_prev_pos;
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return true;
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}
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18
voxel_raycast.h
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18
voxel_raycast.h
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#include <vector3.h>
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#include "vector3i.h"
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// TODO Having a C++11 lambda would be nice...
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// pos: voxel position
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// context: arguments to carry (as a lamdbda capture)
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typedef bool(*VoxelPredicate)(Vector3i pos, void * context);
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bool voxel_raycast(
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Vector3 ray_origin,
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Vector3 ray_direction,
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VoxelPredicate predicate,
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void * predicate_context, // Handle that one with care
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real_t max_distance,
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Vector3i & out_hit_pos,
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Vector3i & out_prev_pos
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);
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@ -1,6 +1,7 @@
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#include "voxel_terrain.h"
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#include <scene/3d/mesh_instance.h>
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#include <os/os.h>
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#include "voxel_raycast.h"
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VoxelTerrain::VoxelTerrain(): Node(), _min_y(-4), _max_y(4), _generate_collisions(true) {
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@ -24,6 +25,10 @@ Ref<VoxelProvider> VoxelTerrain::get_provider() {
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return _provider;
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}
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Ref<VoxelLibrary> VoxelTerrain::get_voxel_library() {
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return _mesher->get_library();
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}
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void VoxelTerrain::set_generate_collisions(bool enabled) {
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_generate_collisions = enabled;
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}
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@ -212,6 +217,46 @@ void VoxelTerrain::update_block_mesh(Vector3i block_pos) {
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// }
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//}
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static bool _raycast_binding_predicate(Vector3i pos, void *context) {
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ERR_FAIL_COND_V(context == NULL, false);
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VoxelTerrain * terrain = (VoxelTerrain*)context;
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Ref<VoxelLibrary> lib_ref = terrain->get_voxel_library();
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if(lib_ref.is_null())
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return false;
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const VoxelLibrary & lib = **lib_ref;
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Ref<VoxelMap> map = terrain->get_map();
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// TODO In the future we may want to query more channels
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int v = map->get_voxel(pos, 0);
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if(lib.has_voxel(v) == false)
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return false;
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const Voxel & voxel = lib.get_voxel_const(v);
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return !voxel.is_transparent();
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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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Vector3i hit_pos;
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Vector3i prev_pos;
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if(voxel_raycast(origin, direction, _raycast_binding_predicate, this, max_distance, hit_pos, prev_pos)) {
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Dictionary hit = Dictionary();
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hit["position"] = hit_pos.to_vec3();
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hit["prev_position"] = prev_pos.to_vec3();
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return hit;
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}
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else {
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return Variant(); // Null dictionary, no alloc
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}
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}
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void VoxelTerrain::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_provider", "provider:VoxelProvider"), &VoxelTerrain::set_provider);
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@ -231,5 +276,7 @@ void VoxelTerrain::_bind_methods() {
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ClassDB::bind_method(D_METHOD("force_load_blocks", "center", "extents"), &VoxelTerrain::_force_load_blocks_binding);
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ClassDB::bind_method(D_METHOD("raycast:Dictionary", "origin", "direction", "max_distance"), &VoxelTerrain::_raycast_binding, DEFVAL(100));
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}
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Ref<VoxelMesher> get_mesher() { return _mesher; }
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Ref<VoxelMap> get_map() { return _map; }
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Ref<VoxelLibrary> get_voxel_library();
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protected:
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void _notification(int p_what);
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@ -44,6 +45,7 @@ protected:
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Vector3 _voxel_to_block_binding(Vector3 pos) { return Vector3i(VoxelMap::voxel_to_block(pos)).to_vec3(); }
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Vector3 _block_to_voxel_binding(Vector3 pos) { return Vector3i(VoxelMap::block_to_voxel(pos)).to_vec3(); }
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void _force_load_blocks_binding(Vector3 center, Vector3 extents) { force_load_blocks(center, extents); }
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Variant _raycast_binding(Vector3 origin, Vector3 direction, real_t max_distance);
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private:
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// Parameters
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