2022-03-17 22:33:22 +01:00
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#ifndef TERRAIN_MESHER_BLOCKY_H
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#define TERRAIN_MESHER_BLOCKY_H
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2022-03-15 13:29:32 +01:00
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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2022-08-17 11:38:15 +02:00
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#include "core/math/color.h"
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2022-03-15 13:29:32 +01:00
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "../../world/default/terrain_chunk_default.h"
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2022-03-18 02:41:08 +01:00
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#include "../default/terrain_mesher_default.h"
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2022-03-15 13:29:32 +01:00
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class TerrainMesherBlocky : public TerrainMesherDefault {
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GDCLASS(TerrainMesherBlocky, TerrainMesherDefault);
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public:
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bool get_always_add_colors() const;
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void set_always_add_colors(const bool value);
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void _add_chunk(Ref<TerrainChunk> p_chunk);
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void add_chunk_normal(Ref<TerrainChunkDefault> chunk);
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void add_chunk_lod(Ref<TerrainChunkDefault> chunk);
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void create_margin_zmin(Ref<TerrainChunkDefault> chunk);
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void create_margin_zmax(Ref<TerrainChunkDefault> chunk);
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void create_margin_xmin(Ref<TerrainChunkDefault> chunk);
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void create_margin_xmax(Ref<TerrainChunkDefault> chunk);
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void create_margin_corners(Ref<TerrainChunkDefault> chunk);
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void create_face(Ref<TerrainChunkDefault> chunk, int dataxmin, int dataxmax, int datazmin, int datazmax);
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TerrainMesherBlocky();
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~TerrainMesherBlocky();
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protected:
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static void _bind_methods();
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private:
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bool _always_add_colors;
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};
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#endif
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