godot_voxel/voxel_mesher.h

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#ifndef VOXEL_MESHER
#define VOXEL_MESHER
#include <reference.h>
#include <scene/resources/mesh.h>
#include <scene/resources/surface_tool.h>
#include "voxel.h"
#include "voxel_buffer.h"
#include "voxel_library.h"
class VoxelMesher : public Reference {
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GDCLASS(VoxelMesher, Reference)
public:
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static const unsigned int MAX_MATERIALS = 8; // Arbitrary. Tweak if needed.
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VoxelMesher();
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void set_material(Ref<Material> material, unsigned int id);
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Ref<Material> get_material(unsigned int id) const;
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void set_library(Ref<VoxelLibrary> library);
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Ref<VoxelLibrary> get_library() const { return _library; }
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void set_occlusion_darkness(float darkness);
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float get_occlusion_darkness() const { return _baked_occlusion_darkness; }
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void set_occlusion_enabled(bool enable);
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bool get_occlusion_enabled() const { return _bake_occlusion; }
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Ref<Mesh> build(const VoxelBuffer & buffer_ref);
Ref<Mesh> build_ref(Ref<VoxelBuffer> buffer_ref);
protected:
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static void _bind_methods();
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private:
Ref<VoxelLibrary> _library;
Ref<Material> _materials[MAX_MATERIALS];
SurfaceTool _surface_tool[MAX_MATERIALS];
float _baked_occlusion_darkness;
bool _bake_occlusion;
};
#endif // VOXEL_MESHER