#ifndef VOXEL_STRUCTURE_H #define VOXEL_STRUCTURE_H /*************************************************************************/ /* 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" #include "core/math/aabb.h" #include "voxel_chunk.h" 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 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