voxelman/world/voxel_world.h

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#ifndef VOXEL_WORLD_H
#define VOXEL_WORLD_H
#include "scene/3d/navigation.h"
#include "core/hash_map.h"
#include "../math/vector3i.h"
#include "../library/voxelman_library.h"
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#include "../level_generator/voxelman_level_generator.h"
#include "voxel_buffer.h"
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class VoxelChunk;
class VoxelWorld : public Navigation {
GDCLASS(VoxelWorld, Navigation);
public:
int get_chunk_size_x() const;
void set_chunk_size_x(const int value);
int get_chunk_size_y() const;
void set_chunk_size_y(const int value);
int get_chunk_size_z() const;
void set_chunk_size_z(const int value);
Ref<VoxelmanLibrary> get_library() const;
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void set_library(const Ref<VoxelmanLibrary> library);
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Ref<VoxelmanLevelGenerator> get_level_generator() const;
void set_level_generator(const Ref<VoxelmanLevelGenerator> level_generator);
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float get_voxel_scale() const;
void set_voxel_scale(const float value);
int get_chunk_spawn_range() const;
void set_chunk_spawn_range(const int value);
NodePath get_player_path();
void set_player_path(NodePath player_path);
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Spatial *get_player() const;
void set_player(Spatial *player);
void set_player_bind(Node *player);
void add_chunk(Ref<VoxelChunk> chunk, const int x, const int y, const int z);
Ref<VoxelChunk> get_chunk(const int x, const int y, const int z) const;
Ref<VoxelChunk> remove_chunk(const int x, const int y, const int z);
Ref<VoxelChunk> get_chunk_index(const int index);
int get_chunk_count() const;
void clear_chunks();
VoxelWorld();
~VoxelWorld();
protected:
static void _bind_methods();
private:
Vector3i _chunk_size;
Ref<VoxelmanLibrary> _library;
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Ref<VoxelmanLevelGenerator> _level_generator;
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float _voxel_scale;
int _chunk_spawn_range;
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HashMap<Vector3i, Ref<VoxelChunk>, Vector3iHasher> _chunks;
Vector<Ref<VoxelChunk> > _chunks_vector;
NodePath _player_path;
Spatial *_player;
};
#endif