pandemonium_engine/modules/voxelman/world/voxel_structure.h

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#ifndef VOXEL_STRUCTURE_H
#define VOXEL_STRUCTURE_H
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/*************************************************************************/
/* voxel_structure.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/containers/hash_map.h"
#include "core/object/resource.h"
#include "../defines.h"
#include "core/containers/pool_vector.h"
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#include "core/math/aabb.h"
#include "voxel_chunk.h"
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class VoxelStructure : public Resource {
GDCLASS(VoxelStructure, Resource);
public:
bool get_use_aabb() const;
void set_use_aabb(const bool value);
AABB get_chunk_aabb() const;
void set_chunk_aabb(const AABB &value);
int get_position_x() const;
void set_position_x(const int value);
int get_position_y() const;
void set_position_y(const int value);
int get_position_z() const;
void set_position_z(const int value);
void set_position(const int x, const int y, const int z);
void write_to_chunk(Ref<VoxelChunk> chunk);
VoxelStructure();
~VoxelStructure();
protected:
static void _bind_methods();
private:
bool _use_aabb;
AABB _chunk_aabb;
int _position_x;
int _position_y;
int _position_z;
};
#endif