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145 lines
3.1 KiB
C++
145 lines
3.1 KiB
C++
#ifndef VOXEL_CHUNK_H
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#define VOXEL_CHUNK_H
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#include "core/engine.h"
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#include "core/object.h"
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#include "core/ustring.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/spatial.h"
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#include "scene/3d/collision_shape.h"
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#include "scene/3d/physics_body.h"
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#include "scene/resources/concave_polygon_shape.h"
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#include "core/array.h"
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#include "../data/voxel_light.h"
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#include "../meshers/voxel_mesher.h"
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#include "../meshers/cubic_mesher/voxel_mesher_cubic.h"
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#include "../library/voxel_surface.h"
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#include "../library/voxelman_library.h"
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#include "voxel_buffer.h"
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class VoxelChunk : public Spatial {
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GDCLASS(VoxelChunk, Spatial);
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public:
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int get_chunk_position_x();
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void set_chunk_position_x(int value);
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int get_chunk_position_y();
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void set_chunk_position_y(int value);
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int get_chunk_position_z();
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void set_chunk_position_z(int value);
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Vector3i get_chunk_position() const;
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void set_chunk_position(int x, int y, int z);
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int get_chunk_size_x();
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void set_chunk_size_x(int value);
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int get_chunk_size_y();
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void set_chunk_size_y(int value);
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int get_chunk_size_z();
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void set_chunk_size_z(int value);
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Vector3i get_chunk_size() const;
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void set_chunk_size(int x, int y, int z);
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NodePath get_mesh_instance_path() const;
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void set_mesh_instance_path(NodePath value);
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Ref<VoxelmanLibrary> get_library();
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void set_library(Ref<VoxelmanLibrary> value);
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int get_lod_size() const;
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void set_lod_size(int lod_size);
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float get_voxel_scale() const;
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void set_voxel_scale(float value);
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Ref<VoxelMesher> get_mesher() const;
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void set_mesher(Ref<VoxelMesher> mesher);
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bool get_build_mesh() const;
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void set_build_mesh(bool value);
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bool get_create_collider() const;
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void set_create_collider(bool value);
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bool get_bake_lights() const;
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void set_bake_lights(bool value);
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NodePath get_debug_drawer_path();
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void set_debug_drawer_path(NodePath value);
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Ref<VoxelBuffer> get_buffer() const;
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void create_mesher();
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void _create_mesher();
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void finalize_mesh();
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void clear();
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void build();
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void update_collider();
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void add_lights(Array lights);
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void add_voxel_light(Ref<VoxelLight> light);
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void remove_voxel_light(Ref<VoxelLight> light);
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void clear_voxel_lights();
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void get_lights(Array lights);
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void bake_lights();
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void bake_light(Ref<VoxelLight> light);
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void clear_baked_lights();
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StaticBody *create_trimesh_collision_node();
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VoxelChunk();
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~VoxelChunk();
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void draw_debug_voxels(int max, Color color = Color(1, 1, 1));
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void draw_debug_voxel_lights();
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void draw_cross_voxels(Vector3 pos);
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void draw_cross_voxels(Vector3 pos, float fill);
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protected:
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static void _bind_methods();
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bool _enabled;
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Vector3i _chunk_position;
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Vector3i _chunk_size;
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Ref<VoxelBuffer> _buffer;
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Vector<Ref<VoxelLight> > _voxel_lights;
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int _lod_size;
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float _voxel_scale;
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NodePath _library_path;
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Ref<VoxelmanLibrary> _library;
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NodePath _mesh_instance_path;
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MeshInstance *_mesh_instance;
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Ref<ArrayMesh> _mesh;
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Ref<VoxelMesher> _mesher;
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ImmediateGeometry *_debug_drawer;
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NodePath _debug_drawer_path;
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bool _build_mesh;
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bool _create_collider;
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bool _bake_lights;
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};
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#endif
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