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