mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-12-25 16:27:16 +01:00
86 lines
2.2 KiB
C++
86 lines
2.2 KiB
C++
#include "voxel_block.h"
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// Helper
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VoxelBlock *VoxelBlock::create(Vector3i bpos, Ref<VoxelBuffer> buffer, unsigned int size) {
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const int bs = size;
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ERR_FAIL_COND_V(buffer.is_null(), NULL);
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ERR_FAIL_COND_V(buffer->get_size() != Vector3i(bs, bs, bs), NULL);
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VoxelBlock *block = memnew(VoxelBlock);
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block->pos = bpos;
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block->_position_in_voxels = bpos * size;
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block->voxels = buffer;
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//block->map = ↦
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return block;
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}
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VoxelBlock::VoxelBlock() :
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voxels(NULL),
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_mesh_update_count(0) {
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VisualServer &vs = *VisualServer::get_singleton();
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if (_mesh_instance.is_valid()) {
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vs.free(_mesh_instance);
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_mesh_instance = RID();
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}
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}
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void VoxelBlock::set_mesh(Ref<Mesh> mesh, Ref<World> world) {
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VisualServer &vs = *VisualServer::get_singleton();
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if (mesh.is_valid()) {
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if (_mesh_instance.is_valid() == false) {
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// Create instance if it doesn't exist
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ERR_FAIL_COND(world.is_null());
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_mesh_instance = vs.instance_create();
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vs.instance_set_scenario(_mesh_instance, world->get_scenario());
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}
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vs.instance_set_base(_mesh_instance, mesh.is_valid() ? mesh->get_rid() : RID());
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Transform local_transform(Basis(), _position_in_voxels.to_vec3());
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vs.instance_set_transform(_mesh_instance, local_transform);
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// TODO The day VoxelTerrain becomes a Spatial, this transform will need to be updatable separately
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} else {
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if (_mesh_instance.is_valid()) {
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// Delete instance if it exists
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vs.free(_mesh_instance);
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_mesh_instance = RID();
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}
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}
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_mesh = mesh;
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++_mesh_update_count;
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// if(_mesh_update_count > 1) {
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// print_line(String("Block {0} was updated {1} times").format(varray(pos.to_vec3(), _mesh_update_count)));
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// }
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}
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void VoxelBlock::enter_world(World *world) {
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if (_mesh_instance.is_valid()) {
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VisualServer &vs = *VisualServer::get_singleton();
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vs.instance_set_scenario(_mesh_instance, world->get_scenario());
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}
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}
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void VoxelBlock::exit_world() {
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if (_mesh_instance.is_valid()) {
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VisualServer &vs = *VisualServer::get_singleton();
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vs.instance_set_scenario(_mesh_instance, RID());
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}
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}
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void VoxelBlock::set_visible(bool visible) {
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if (_mesh_instance.is_valid()) {
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VisualServer &vs = *VisualServer::get_singleton();
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vs.instance_set_visible(_mesh_instance, visible);
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}
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}
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