voxelman/meshers/voxel_mesher.h

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#ifndef VOXEL_TOOLS_H
#define VOXEL_TOOLS_H
#include "core/reference.h"
#include "core/color.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/vector.h"
#include "scene/3d/mesh_instance.h"
#include "scene/resources/material.h"
#include "scene/resources/mesh.h"
#include "scene/resources/surface_tool.h"
#include "scene/3d/immediate_geometry.h"
#include "scene/3d/spatial.h"
#include "scene/main/node.h"
#include "scene/resources/concave_polygon_shape.h"
#include "../library/voxelman_library.h"
#include "../collections/vector3i.h"
#include "../data/voxel.h"
#include "../library/voxelman_library.h"
#include "../utility/marching_cubes_voxel_query.h"
const double PI_2 = 3.141592653589793238463 / 2;
const double PI = 3.141592653589793238463;
class VoxelmanLibrary;
class Voxel;
class VoxelMesher : public Reference {
GDCLASS(VoxelMesher, Reference);
public:
Ref<VoxelmanLibrary> get_library() { return _library; }
void set_library(Ref<VoxelmanLibrary> library) { _library = library; }
void reset();
//void add_voxels(Hash3DMap<Ref<Voxel> > *voxels);
void add_voxel(Ref<Voxel> voxels);
void create_mesh_for_marching_cubes_query(Ref<MarchingCubesVoxelQuery> query);
void create_trimesh_shape(Ref<ConcavePolygonShape> shape) const;
void bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *lights);
Ref<ArrayMesh> build_mesh();
Vector<Vector3> *get_vertices();
int get_vertex_count();
Vector3 get_vertex(int idx);
void remove_vertex(int idx);
void add_vertex(Vector3 vertex);
Vector<Vector3> *get_normals();
int get_normal_count();
Vector3 get_normal(int idx);
void remove_normal(int idx);
void add_normal(Vector3 normal);
Vector<Color> *get_colors();
int get_color_count();
Color get_color(int idx);
void remove_color(int idx);
void add_color(Color color);
Vector<Vector2> *get_uvs();
int get_uv_count();
Vector2 get_uv(int idx);
void remove_uv(int idx);
void add_uv(Vector2 vector);
Vector<int> *get_indices();
int get_indices_count();
int get_indice(int idx);
void remove_indices(int idx);
void add_indices(int index);
VoxelMesher(Ref<VoxelmanLibrary> library);
VoxelMesher();
~VoxelMesher();
protected:
static void _bind_methods();
private:
Vector<Vector3> *_vertices;
Vector<Vector3> *_normals;
Vector<Color> *_colors;
Vector<Vector2> *_uvs;
Vector<int> *_indices;
Vector<int> *_bones;
Ref<VoxelmanLibrary> _library;
float size;
Vector3 vertexOffset;
bool _debug_voxel_face;
SurfaceTool *_surface_tool;
};
#endif