voxelman/world/voxel_structure.h

68 lines
1.6 KiB
C++

#ifndef VOXEL_STRUCTURE_H
#define VOXEL_STRUCTURE_H
#include "core/reference.h"
#include "core/hash_map.h"
#include "../math/vector3i.h"
#include "voxel_buffer.h"
class VoxelStructure : public Reference {
GDCLASS(VoxelStructure, Reference);
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_world_position_x() const;
void set_world_position_x(const int value);
int get_world_position_y() const;
void set_world_position_y(const int value);
int get_world_position_z() const;
void set_world_position_z(const int value);
Ref<VoxelBuffer> get_chunk_voxel_pos(int x, int y, int z);
int get_voxel(int x, int y, int z, unsigned int channel_index = 0);
void set_voxel(int value, int x, int y, int z, unsigned int channel_index = 0);
void set_voxel_v(int value, Vector3 pos, unsigned int channel_index = 0);
void add_chunk(Ref<VoxelBuffer> chunk, const int x, const int y, const int z);
Ref<VoxelBuffer> get_chunk(const int x, const int y, const int z);
Ref<VoxelBuffer> remove_chunk(const int x, const int y, const int z);
Ref<VoxelBuffer> get_chunk_index(const int index);
int get_chunk_count() const;
void clear_chunks();
VoxelStructure();
~VoxelStructure();
protected:
static void _bind_methods();
struct VoxelStructureChunk {
Vector3i position;
Ref<VoxelBuffer> buffer;
};
private:
Vector3i _chunk_size;
Vector3i _world_position;
HashMap<Vector3i, Ref<VoxelBuffer>, Vector3iHasher> _chunks;
Vector<VoxelStructureChunk> _chunks_vector;
};
#endif