#ifndef VOXEL_CHUNK_H #define VOXEL_CHUNK_H #include "core/engine.h" #include "core/object.h" #include "core/reference.h" #include "core/ustring.h" #include "scene/3d/mesh_instance.h" #include "scene/resources/packed_scene.h" #include "core/array.h" #include "scene/3d/collision_shape.h" #include "scene/3d/physics_body.h" #include "scene/resources/concave_polygon_shape.h" #include "scene/3d/spatial.h" #include "voxel_world.h" #include "../data/voxel_light.h" #include "../meshers/cubic_mesher/voxel_mesher_cubic.h" #include "../meshers/voxel_mesher.h" #include "../library/voxel_surface.h" #include "../library/voxelman_library.h" #include "voxel_buffer.h" #include "../../entity_spell_system/meshes/mesh_data_resource.h" class VoxelChunk : public Reference { GDCLASS(VoxelChunk, Reference); public: int get_chunk_position_x(); void set_chunk_position_x(int value); int get_chunk_position_y(); void set_chunk_position_y(int value); int get_chunk_position_z(); void set_chunk_position_z(int value); Vector3i get_chunk_position() const; void set_chunk_position(int x, int y, int z); int get_chunk_size_x(); void set_chunk_size_x(int value); int get_chunk_size_y(); void set_chunk_size_y(int value); int get_chunk_size_z(); void set_chunk_size_z(int value); Vector3i get_chunk_size() const; void set_chunk_size(int x, int y, int z); Ref get_library(); void set_library(Ref value); int get_lod_size() const; void set_lod_size(int lod_size); float get_voxel_scale() const; void set_voxel_scale(float value); Ref get_mesher() const; void set_mesher(Ref mesher); VoxelWorld *get_voxel_world() const; void set_voxel_world(VoxelWorld *world); void set_voxel_world_bind(Node *world); bool get_create_collider() const; void set_create_collider(bool value); bool get_bake_lights() const; void set_bake_lights(bool value); Ref get_buffer() const; void create_mesher(); void _create_mesher(); void finalize_mesh(); void clear(); void build(); void create_colliders(); void build_collider(); void remove_colliders(); void set_enabled(bool p_enabled); bool is_enabled() const; void add_lights(Array lights); void add_voxel_light(Ref light); void remove_voxel_light(Ref light); void clear_voxel_lights(); void get_lights(Array lights); void bake_lights(); void bake_light(Ref light); void clear_baked_lights(); void create_meshes(); void remove_meshes(); void add_prop(const Transform transform, const Ref mesh); void clear_props(); void create_prop_mesh(); void remove_prop_mesh(); void build_prop_mesh(); void create_prop_colliders(); void build_prop_collider(); void remove_prop_colliders(); void add_spawned_prop(const Ref scene); void add_spawned_prop_spatial(const Transform transform, const Ref scene); void clear_spawned_props(); void create_debug_immediate_geometry(); void free_debug_immediate_geometry(); void free(); void draw_debug_voxels(int max, Color color = Color(1, 1, 1)); void draw_debug_voxel_lights(); void draw_cross_voxels(Vector3 pos); void draw_cross_voxels(Vector3 pos, float fill); VoxelChunk(); ~VoxelChunk(); protected: struct VCPropData { Transform transform; Ref mesh_data; }; protected: static void _bind_methods(); bool _enabled; VoxelWorld *_voxel_world; Vector3i _chunk_position; Vector3i _chunk_size; Ref _buffer; Vector > _voxel_lights; int _lod_size; float _voxel_scale; NodePath _library_path; Ref _library; //voxel mesh RID _mesh_rid; RID _mesh_instance_rid; RID _shape_rid; RID _body_rid; Ref _mesher; //mergeable props Vector _props; RID _prop_mesh_rid; RID _prop_mesh_instance_rid; RID _prop_shape_rid; RID _prop_body_rid; //spawned props Vector _spawned_props; //debug ImmediateGeometry *_debug_drawer; bool _build_mesh; bool _create_collider; bool _bake_lights; }; #endif