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https://github.com/Relintai/godot_voxel.git
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112 lines
3.3 KiB
C++
112 lines
3.3 KiB
C++
#ifndef VOXEL_TERRAIN_H
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#define VOXEL_TERRAIN_H
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#include "voxel_map.h"
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#include "voxel_mesher.h"
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#include "voxel_mesher_smooth.h"
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#include "voxel_provider.h"
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#include "zprofiling.h"
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#include <scene/main/node.h>
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// Infinite static terrain made of voxels.
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// It is loaded around VoxelTerrainStreamers.
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class VoxelTerrain : public Node /*, public IVoxelMapObserver*/ {
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GDCLASS(VoxelTerrain, Node)
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public:
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VoxelTerrain();
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void set_provider(Ref<VoxelProvider> provider);
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Ref<VoxelProvider> get_provider() const;
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void set_voxel_library(Ref<VoxelLibrary> library);
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Ref<VoxelLibrary> get_voxel_library() const;
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void force_load_blocks(Vector3i center, Vector3i extents);
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int get_block_update_count();
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void make_block_dirty(Vector3i bpos);
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void make_blocks_dirty(Vector3i min, Vector3i size);
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void make_voxel_dirty(Vector3i pos);
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bool is_block_dirty(Vector3i bpos);
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void set_generate_collisions(bool enabled);
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bool get_generate_collisions() const { return _generate_collisions; }
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int get_view_distance() const;
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void set_view_distance(int distance_in_voxels);
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void set_viewer_path(NodePath path);
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NodePath get_viewer_path() const;
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void set_material(int id, Ref<Material> material);
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Ref<Material> get_material(int id) const;
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Ref<VoxelMesher> get_mesher() { return _mesher; }
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Ref<VoxelMap> get_map() { return _map; }
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protected:
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void _notification(int p_what);
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private:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _process();
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void update_blocks();
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void update_block_mesh(Vector3i block_pos);
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void make_all_view_dirty();
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Spatial *get_viewer(NodePath path) const;
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// Observer events
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//void block_removed(VoxelBlock & block);
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static void _bind_methods();
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// Convenience
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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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void _make_block_dirty_binding(Vector3 bpos) { make_block_dirty(bpos); }
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void _make_blocks_dirty_binding(Vector3 min, Vector3 size) { make_blocks_dirty(min, size); }
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void _make_voxel_dirty_binding(Vector3 pos) { make_voxel_dirty(pos); }
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Variant _raycast_binding(Vector3 origin, Vector3 direction, real_t max_distance);
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void set_voxel(Vector3 pos, int value, int c);
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int get_voxel(Vector3 pos, int c);
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private:
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// Voxel storage
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Ref<VoxelMap> _map;
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// How many blocks to load around the viewer
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int _view_distance_blocks;
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// TODO Terrains only need to handle the visible portion of voxels, which reduces the bounds blocks to handle.
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// Therefore, could a simple grid be better to use than a hashmap?
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Vector<Vector3i> _block_update_queue;
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HashMap<Vector3i, bool, Vector3iHasher> _dirty_blocks; // only the key is relevant
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Ref<VoxelMesher> _mesher;
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// TODO I'm not sure it will stay here... refactoring ahead
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Ref<VoxelMesherSmooth> _mesher_smooth;
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Ref<VoxelProvider> _provider;
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NodePath _viewer_path;
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bool _generate_collisions;
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#ifdef VOXEL_PROFILING
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ZProfiler _zprofiler;
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Dictionary get_profiling_info() { return _zprofiler.get_all_serialized_info(); }
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#endif
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};
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#endif // VOXEL_TERRAIN_H
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