#ifndef TERRAIN_MESHER_BLOCKY_H #define TERRAIN_MESHER_BLOCKY_H /*************************************************************************/ /* terrain_mesher_blocky.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/math/color.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "../../world/default/terrain_chunk_default.h" #include "../default/terrain_mesher_default.h" class TerrainMesherBlocky : public TerrainMesherDefault { GDCLASS(TerrainMesherBlocky, TerrainMesherDefault); public: bool get_always_add_colors() const; void set_always_add_colors(const bool value); void _add_chunk(Ref p_chunk); void add_chunk_normal(Ref chunk); void add_chunk_lod(Ref chunk); void create_margin_zmin(Ref chunk); void create_margin_zmax(Ref chunk); void create_margin_xmin(Ref chunk); void create_margin_xmax(Ref chunk); void create_margin_corners(Ref chunk); void create_face(Ref chunk, int dataxmin, int dataxmax, int datazmin, int datazmax); TerrainMesherBlocky(); ~TerrainMesherBlocky(); protected: static void _bind_methods(); private: bool _always_add_colors; }; #endif