#ifndef BLOCK_TERRAIN_STRUCTURE_H #define BLOCK_TERRAIN_STRUCTURE_H #include "core/containers/vector.h" #include "terrain_structure.h" #include "../defines.h" #include "core/containers/pool_vector.h" #include "terrain_chunk.h" class BlockTerrainStructure : public TerrainStructure { GDCLASS(BlockTerrainStructure, TerrainStructure); public: int get_channel_type() const; void set_channel_type(const int value); int get_channel_isolevel() const; void set_channel_isolevel(const int value); int get_voxel_type(int p_x, int p_y, int p_z) const; int get_voxel_isolevel(int p_x, int p_y, int p_z) const; void set_voxel(int p_x, int p_y, int p_z, int p_type, int p_isolevel); void _write_to_chunk(Ref chunk); void clear(); BlockTerrainStructure(); ~BlockTerrainStructure(); protected: static void _bind_methods(); public: struct DataEntry { int x; int y; int z; int data_type; int data_isolevel; }; private: int _channel_type; int _channel_isolevel; Vector _data; }; #endif