mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
58 lines
1.4 KiB
C++
58 lines
1.4 KiB
C++
#ifndef VOXEL_TERRAIN_H
|
|
#define VOXEL_TERRAIN_H
|
|
|
|
#include <scene/main/node.h>
|
|
#include "voxel_map.h"
|
|
#include "voxel_mesher.h"
|
|
#include "voxel_provider.h"
|
|
|
|
// Infinite static terrain made of voxels.
|
|
// It is loaded around VoxelTerrainStreamers.
|
|
class VoxelTerrain : public Node /*, public IVoxelMapObserver*/ {
|
|
GDCLASS(VoxelTerrain, Node)
|
|
public:
|
|
VoxelTerrain();
|
|
|
|
void set_provider(Ref<VoxelProvider> provider);
|
|
Ref<VoxelProvider> get_provider();
|
|
|
|
void force_load_blocks(Vector3i center, Vector3i extents);
|
|
int get_block_update_count();
|
|
|
|
Ref<VoxelMesher> get_mesher() { return _mesher; }
|
|
Ref<VoxelMap> get_map() { return _map; }
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
void _process();
|
|
|
|
void update_blocks();
|
|
void update_block_mesh(Vector3i block_pos);
|
|
|
|
// Observer events
|
|
//void block_removed(VoxelBlock & block);
|
|
|
|
static void _bind_methods();
|
|
|
|
// Convenience
|
|
Vector3 _voxel_to_block_binding(Vector3 pos) { return Vector3i(VoxelMap::voxel_to_block(pos)).to_vec3(); }
|
|
Vector3 _block_to_voxel_binding(Vector3 pos) { return Vector3i(VoxelMap::block_to_voxel(pos)).to_vec3(); }
|
|
void _force_load_blocks_binding(Vector3 center, Vector3 extents) { force_load_blocks(center, extents); }
|
|
|
|
private:
|
|
// Parameters
|
|
int _min_y; // In blocks, not voxels
|
|
int _max_y;
|
|
|
|
// Voxel storage
|
|
Ref<VoxelMap> _map;
|
|
|
|
Vector<Vector3i> _block_update_queue;
|
|
Ref<VoxelMesher> _mesher;
|
|
Ref<VoxelProvider> _provider;
|
|
|
|
};
|
|
|
|
#endif // VOXEL_TERRAIN_H
|
|
|