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https://github.com/Relintai/voxelman.git
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Relintai
ba05f93aa2
-Huge cleanup. -Moved the voxel query to a new folder, also it's not in the build anymore. Will be removed shortly.
107 lines
2.3 KiB
C++
107 lines
2.3 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 "../data/voxel_light.h"
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#include "../meshers/voxel_mesher.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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NodePath get_library_path();
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void set_library_path(NodePath value);
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NodePath get_mesh_instance_path();
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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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float get_voxel_scale();
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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();
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void set_build_mesh(bool value);
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bool get_create_collider();
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void set_create_collider(bool value);
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bool get_bake_lights();
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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 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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Ref<VoxelLight> add_voxel_light(Vector3i position, Color color, float strength, Vector3 offset = Vector3());
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void add_voxel_light_bind(Vector3 position, Color color, float strength);
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StaticBody *create_trimesh_collision_node();
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VoxelChunk();
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virtual ~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(int max, bool localPosition = false);
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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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Ref<VoxelBuffer> _buffer;
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Vector<Ref<VoxelLight> > _voxel_lights;
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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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