#include "voxel_block.h" // Helper VoxelBlock *VoxelBlock::create(Vector3i bpos, Ref buffer, unsigned int size) { const int bs = size; ERR_FAIL_COND_V(buffer.is_null(), NULL); ERR_FAIL_COND_V(buffer->get_size() != Vector3i(bs, bs, bs), NULL); VoxelBlock *block = memnew(VoxelBlock); block->pos = bpos; block->_position_in_voxels = bpos * size; block->voxels = buffer; //block->map = ↦ return block; } VoxelBlock::VoxelBlock() : voxels(NULL) { VisualServer &vs = *VisualServer::get_singleton(); if (_mesh_instance.is_valid()) { vs.free(_mesh_instance); _mesh_instance = RID(); } } void VoxelBlock::set_mesh(Ref mesh, Ref world) { VisualServer &vs = *VisualServer::get_singleton(); if(mesh.is_valid()) { if(_mesh_instance.is_valid() == false) { // Create instance if it doesn't exist ERR_FAIL_COND(world.is_null()); _mesh_instance = vs.instance_create(); vs.instance_set_scenario(_mesh_instance, world->get_scenario()); } vs.instance_set_base(_mesh_instance, mesh.is_valid() ? mesh->get_rid() : RID()); Transform local_transform(Basis(), _position_in_voxels.to_vec3()); vs.instance_set_transform(_mesh_instance, local_transform); // TODO The day VoxelTerrain becomes a Spatial, this transform will need to be updatable separately } else { if(_mesh_instance.is_valid()) { // Delete instance if it exists vs.free(_mesh_instance); _mesh_instance = RID(); } } _mesh = mesh; }