#ifndef VOXEL_WORLD_H #define VOXEL_WORLD_H #include "scene/3d/navigation.h" #include "core/hash_map.h" #include "../math/vector3i.h" #include "../library/voxelman_library.h" #include "../level_generator/voxelman_level_generator.h" #include "voxel_buffer.h" #include "../areas/world_area.h" class VoxelChunk; class VoxelWorld : public Navigation { GDCLASS(VoxelWorld, Navigation); 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); Ref get_library() const; void set_library(const Ref library); Ref get_level_generator() const; void set_level_generator(const Ref level_generator); float get_voxel_scale() const; void set_voxel_scale(const float value); int get_chunk_spawn_range() const; void set_chunk_spawn_range(const int value); NodePath get_player_path(); void set_player_path(NodePath player_path); Spatial *get_player() const; void set_player(Spatial *player); void set_player_bind(Node *player); Ref get_world_area(const int index) const; void add_world_area(Ref area); void remove_world_area(const int index); void clear_world_areas(); int get_world_area_count() const; void add_chunk(VoxelChunk *chunk, const int x, const int y, const int z); void add_chunk_bind(Node *chunk, const int x, const int y, const int z); VoxelChunk *get_chunk(const int x, const int y, const int z) const; VoxelChunk *remove_chunk(const int x, const int y, const int z); VoxelChunk *get_chunk_index(const int index); int get_chunk_count() const; void clear_chunks(); VoxelWorld(); ~VoxelWorld(); protected: static void _bind_methods(); private: Vector3i _chunk_size; Ref _library; Ref _level_generator; float _voxel_scale; int _chunk_spawn_range; HashMap _chunks; Vector _chunks_vector; Vector > _world_areas; NodePath _player_path; Spatial *_player; }; #endif