voxelman/world/voxel_world.h
2020-01-09 04:29:05 +01:00

156 lines
3.8 KiB
C++

#ifndef VOXEL_WORLD_H
#define VOXEL_WORLD_H
#include "core/engine.h"
#include "core/hash_map.h"
#include "scene/3d/navigation.h"
#include "../areas/world_area.h"
#include "../level_generator/voxelman_level_generator.h"
#include "../library/voxelman_library.h"
#include "core/os/os.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);
int get_current_seed() const;
void set_current_seed(const int value);
bool get_use_threads();
void set_use_threads(bool value);
uint32_t get_max_concurrent_generations();
void set_max_concurrent_generations(uint32_t value);
Ref<VoxelmanLibrary> get_library() const;
void set_library(const Ref<VoxelmanLibrary> library);
Ref<VoxelmanLevelGenerator> get_level_generator() const;
void set_level_generator(const Ref<VoxelmanLevelGenerator> 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<WorldArea> get_world_area(const int index) const;
void add_world_area(Ref<WorldArea> 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 add_to_generation_queue_bind(Node *chunk);
void add_to_generation_queue(VoxelChunk *chunk);
VoxelChunk *get_generation_queue_index(int index);
void remove_generation_queue_index(int index);
int get_generation_queue_size();
void add_to_generation_bind(Node *chunk);
void add_to_generation(VoxelChunk *chunk);
VoxelChunk *get_generation_index(int index);
void remove_generation_index(int index);
int get_generation_size();
void clear();
VoxelChunk *create_chunk(int x, int y, int z);
VoxelChunk *_create_chunk(int x, int y, int z, Node *p_chunk);
void generate_chunk_bind(Node *p_chunk);
void generate_chunk(VoxelChunk *p_chunk);
void _generate_chunk(Node *p_chunk);
VoxelWorld();
~VoxelWorld();
protected:
virtual void _notification(int p_what);
static void _bind_methods();
public:
struct IntPos {
int x;
int y;
int z;
IntPos() {
x = 0;
y = 0;
z = 0;
}
IntPos(int p_x, int p_y, int p_z) {
x = p_x;
y = p_y;
z = p_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 _current_seed;
Ref<VoxelmanLibrary> _library;
Ref<VoxelmanLevelGenerator> _level_generator;
float _voxel_scale;
int _chunk_spawn_range;
HashMap<IntPos, VoxelChunk *, IntPosHasher> _chunks;
Vector<VoxelChunk *> _chunks_vector;
Vector<Ref<WorldArea> > _world_areas;
NodePath _player_path;
Spatial *_player;
bool _use_threads;
uint32_t _max_concurrent_generations;
Vector<VoxelChunk *> _generation_queue;
Vector<VoxelChunk *> _generating;
};
_FORCE_INLINE_ bool operator==(const VoxelWorld::IntPos &a, const VoxelWorld::IntPos &b) {
return a.x == b.x && a.y == b.y && a.z == b.z;
}
#endif