godot_voxel/streams/voxel_stream_block_files.h

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#ifndef VOXEL_STREAM_BLOCK_FILES_H
#define VOXEL_STREAM_BLOCK_FILES_H
#include "file_utils.h"
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#include "voxel_block_serializer.h"
#include "voxel_stream.h"
class FileAccess;
// Loads and saves blocks to the filesystem, under a directory.
// Each block gets its own file, which may produce a lot of them, but it makes it simple to implement.
// This is a naive implementation and may be very slow in practice, so maybe it will be removed in the future.
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class VoxelStreamBlockFiles : public VoxelStream {
GDCLASS(VoxelStreamBlockFiles, VoxelStream)
public:
VoxelStreamBlockFiles();
Result emerge_block(VoxelBufferInternal &out_buffer, Vector3i origin_in_voxels, int lod) override;
void immerge_block(VoxelBufferInternal &buffer, Vector3i origin_in_voxels, int lod) override;
int get_used_channels_mask() const override;
String get_directory() const;
void set_directory(String dirpath);
int get_block_size_po2() const override;
protected:
static void _bind_methods();
private:
VoxelFileResult save_meta();
VoxelFileResult load_meta();
VoxelFileResult load_or_create_meta();
String get_block_file_path(const Vector3i &block_pos, unsigned int lod) const;
Vector3i get_block_position(const Vector3i &origin_in_voxels) const;
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static thread_local VoxelBlockSerializerInternal _block_serializer;
String _directory_path;
struct Meta {
uint8_t version = -1;
uint8_t lod_count = 0;
uint8_t block_size_po2 = 0; // How many voxels in a block
FixedArray<VoxelBufferInternal::Depth, VoxelBufferInternal::MAX_CHANNELS> channel_depths;
};
Meta _meta;
bool _meta_loaded = false;
bool _meta_saved = false;
};
#endif // VOXEL_STREAM_BLOCK_FILES_H