voxelman/world/voxel_structure.h

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#ifndef VOXEL_STRUCTURE_H
#define VOXEL_STRUCTURE_H
#include "core/reference.h"
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#include "core/hash_map.h"
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#include "voxel_chunk.h"
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class VoxelStructure : public Reference {
GDCLASS(VoxelStructure, Reference);
public:
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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);
int get_world_position_x() const;
void set_world_position_x(const int value);
int get_world_position_y() const;
void set_world_position_y(const int value);
int get_world_position_z() const;
void set_world_position_z(const int value);
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VoxelChunk *get_chunk_voxel_pos(int x, int y, int z);
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int get_voxel(int x, int y, int z, unsigned int channel_index = 0);
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void set_voxel(int value, int x, int y, int z, unsigned int channel_index = 0);
void set_voxel_v(int value, Vector3 pos, unsigned int channel_index = 0);
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void add_chunk_bind(Node *chunk, const int x, const int y, const int z);
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void add_chunk(VoxelChunk *chunk, const int x, const int y, const int z);
VoxelChunk *get_chunk(const int x, const int y, const int z);
VoxelChunk *remove_chunk(const int x, const int y, const int z);
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VoxelChunk *get_chunk_index(const int index);
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int get_chunk_count() const;
void clear_chunks();
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VoxelStructure();
~VoxelStructure();
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protected:
static void _bind_methods();
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struct IntPos {
int x;
int y;
int z;
};
struct IntPosHasher {
static _FORCE_INLINE_ uint32_t hash(const IntPos &v) {
uint32_t hash = hash_djb2_one_32(v.x);
hash = hash_djb2_one_32(v.y, hash);
return hash_djb2_one_32(v.z, hash);
}
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};
private:
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int _chunk_size_x;
int _chunk_size_y;
int _chunk_size_z;
int _world_position_x;
int _world_position_y;
int _world_position_z;
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HashMap<IntPos, VoxelChunk *, IntPosHasher> _chunks;
Vector<VoxelChunk *> _chunks_vector;
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};
#endif