/* Copyright (c) 2019-2020 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef VOXEL_STRUCTURE_H #define VOXEL_STRUCTURE_H #include "core/reference.h" #include "core/hash_map.h" #include "core/pool_vector.h" #include "voxel_chunk.h" class VoxelStructure : public Reference { GDCLASS(VoxelStructure, Reference); 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); 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); int get_voxel(int x, int y, int z, unsigned int channel_index = 0); 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); void add_from_chunk_bind(Node *chunk); void add_from_chunk(VoxelChunk *chunk); void write_to_chunk_bind(Node *chunk); void write_to_chunk(VoxelChunk *chunk); VoxelStructure(); ~VoxelStructure(); protected: static void _bind_methods(); 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); } }; private: int _chunk_size_x; int _chunk_size_y; int _chunk_size_z; int _world_position_x; int _world_position_y; int _world_position_z; HashMap _data; }; #endif