#ifndef VOXEL_MESHER_BLOCKY_H #define VOXEL_MESHER_BLOCKY_H #include "../../util/zprofiling.h" #include "../../voxel.h" #include "../../voxel_buffer.h" #include "../../voxel_library.h" #include #include // TODO Should be renamed VoxelMesherBlocky or something like that class VoxelMesherBlocky : public Reference { GDCLASS(VoxelMesherBlocky, Reference) public: static const unsigned int MAX_MATERIALS = 8; // Arbitrary. Tweak if needed. static const int MINIMUM_PADDING = 1; VoxelMesherBlocky(); void set_library(Ref library); Ref get_library() const { return _library; } void set_occlusion_darkness(float darkness); float get_occlusion_darkness() const { return _baked_occlusion_darkness; } void set_occlusion_enabled(bool enable); bool get_occlusion_enabled() const { return _bake_occlusion; } Array build(const VoxelBuffer &buffer_ref, unsigned int channel, int padding); Ref build_mesh(Ref buffer_ref, unsigned int channel, Array materials, Ref mesh = Ref()); protected: static void _bind_methods(); private: struct Arrays { Vector positions; Vector normals; Vector uvs; Vector colors; Vector indices; }; Ref _library; Arrays _arrays[MAX_MATERIALS]; float _baked_occlusion_darkness; bool _bake_occlusion; #ifdef VOXEL_PROFILING ZProfiler _zprofiler; Dictionary get_profiling_info() const { return _zprofiler.get_all_serialized_info(); } #endif }; #endif // VOXEL_MESHER_BLOCKY_H