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86 lines
2.2 KiB
C++
86 lines
2.2 KiB
C++
#ifndef VOXEL_WORLD_H
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#define VOXEL_WORLD_H
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#include "scene/3d/navigation.h"
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#include "core/hash_map.h"
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#include "../math/vector3i.h"
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#include "../library/voxelman_library.h"
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#include "../level_generator/voxelman_level_generator.h"
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#include "voxel_buffer.h"
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#include "../areas/world_area.h"
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class VoxelChunk;
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class VoxelWorld : public Navigation {
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GDCLASS(VoxelWorld, Navigation);
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public:
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int get_chunk_size_x() const;
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void set_chunk_size_x(const int value);
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int get_chunk_size_y() const;
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void set_chunk_size_y(const int value);
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int get_chunk_size_z() const;
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void set_chunk_size_z(const int value);
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Ref<VoxelmanLibrary> get_library() const;
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void set_library(const Ref<VoxelmanLibrary> library);
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Ref<VoxelmanLevelGenerator> get_level_generator() const;
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void set_level_generator(const Ref<VoxelmanLevelGenerator> level_generator);
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float get_voxel_scale() const;
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void set_voxel_scale(const float value);
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int get_chunk_spawn_range() const;
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void set_chunk_spawn_range(const int value);
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NodePath get_player_path();
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void set_player_path(NodePath player_path);
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Spatial *get_player() const;
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void set_player(Spatial *player);
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void set_player_bind(Node *player);
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Ref<WorldArea> get_world_area(const int index) const;
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void add_world_area(Ref<WorldArea> area);
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void remove_world_area(const int index);
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void clear_world_areas();
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int get_world_area_count() const;
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void add_chunk(VoxelChunk *chunk, const int x, const int y, const int z);
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void add_chunk_bind(Node *chunk, const int x, const int y, const int z);
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VoxelChunk *get_chunk(const int x, const int y, const int z) const;
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VoxelChunk *remove_chunk(const int x, const int y, const int z);
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VoxelChunk *get_chunk_index(const int index);
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int get_chunk_count() const;
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void clear_chunks();
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VoxelWorld();
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~VoxelWorld();
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protected:
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static void _bind_methods();
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private:
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Vector3i _chunk_size;
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Ref<VoxelmanLibrary> _library;
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Ref<VoxelmanLevelGenerator> _level_generator;
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float _voxel_scale;
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int _chunk_spawn_range;
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HashMap<Vector3i, VoxelChunk *, Vector3iHasher> _chunks;
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Vector<VoxelChunk *> _chunks_vector;
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Vector<Ref<WorldArea> > _world_areas;
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NodePath _player_path;
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Spatial *_player;
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};
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#endif
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