#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 get_library() { return _library; } void set_library(Ref library) { _library = library; } void reset(); //void add_voxels(Hash3DMap > *voxels); void add_voxel(Ref voxels); void create_mesh_for_marching_cubes_query(Ref query); void create_trimesh_shape(Ref shape) const; void bake_lights(MeshInstance *node, Vector > *lights); Ref build_mesh(); Vector *get_vertices(); int get_vertex_count(); Vector3 get_vertex(int idx); void remove_vertex(int idx); void add_vertex(Vector3 vertex); Vector *get_normals(); int get_normal_count(); Vector3 get_normal(int idx); void remove_normal(int idx); void add_normal(Vector3 normal); Vector *get_colors(); int get_color_count(); Color get_color(int idx); void remove_color(int idx); void add_color(Color color); Vector *get_uvs(); int get_uv_count(); Vector2 get_uv(int idx); void remove_uv(int idx); void add_uv(Vector2 vector); Vector *get_indices(); int get_indices_count(); int get_indice(int idx); void remove_indices(int idx); void add_indices(int index); VoxelMesher(Ref library); VoxelMesher(); ~VoxelMesher(); protected: static void _bind_methods(); private: Vector *_vertices; Vector *_normals; Vector *_colors; Vector *_uvs; Vector *_indices; Vector *_bones; Ref _library; float size; Vector3 vertexOffset; bool _debug_voxel_face; SurfaceTool *_surface_tool; }; #endif