#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 "../math/vector3i.h" #include "../world/voxel_buffer.h" #include "../../entity_spell_system/meshes/mesh_data_resource.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(); void set_library(Ref library); float get_ao_strength() const; void set_ao_strength(float value); float get_base_light_value() const; void set_base_light_value(float value); float get_voxel_scale() const; void set_voxel_scale(const float voxel_scale); int get_lod_size() const; void set_lod_size(const int lod_size); void reset(); void add_buffer(Ref voxels); void add_mesh_data_resource(Ref mesh, const Vector3 position = Vector3(0, 0, 0), const Vector3 rotation = Vector3(0, 0, 0), const Vector3 scale = Vector3(1.0, 1.0, 1.0)); void add_mesh_data_resource_transform(Ref mesh, const Transform transform); void bake_colors(Ref voxels); void _bake_colors(Ref buffer); void build_collider(RID shape) const; void bake_lights(MeshInstance *node, Vector > &lights); void build_mesh(RID 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(); Vector _vertices; Vector _normals; Vector _colors; Vector _uvs; Vector _indices; Vector _bones; Ref _library; float _voxel_scale; int _lod_size; Ref _surface_tool; float _ao_strength; float _base_light_value; }; #endif