2019-04-28 09:58:29 -07:00
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#ifndef VOXEL_MESHER_BLOCKY_H
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#define VOXEL_MESHER_BLOCKY_H
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#include "../../util/zprofiling.h"
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#include "../../voxel.h"
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#include "../../voxel_library.h"
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#include "../voxel_mesher.h"
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#include <core/reference.h>
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#include <scene/resources/mesh.h>
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#include <vector>
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class VoxelMesherBlocky : public VoxelMesher {
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GDCLASS(VoxelMesherBlocky, VoxelMesher)
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public:
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static const unsigned int MAX_MATERIALS = 8; // Arbitrary. Tweak if needed.
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static const int MINIMUM_PADDING = 1;
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VoxelMesherBlocky();
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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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void build(VoxelMesher::Output &output, const VoxelBuffer &voxels, int padding) override;
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int get_minimum_padding() const override;
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VoxelMesher *clone() override;
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protected:
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static void _bind_methods();
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private:
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// Using std::vector because they make this mesher twice as fast than Godot Vectors.
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// See why: https://github.com/godotengine/godot/issues/24731
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struct Arrays {
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std::vector<Vector3> positions;
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std::vector<Vector3> normals;
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std::vector<Vector2> uvs;
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std::vector<Color> colors;
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std::vector<int> indices;
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};
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Ref<VoxelLibrary> _library;
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Arrays _arrays[MAX_MATERIALS];
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float _baked_occlusion_darkness;
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bool _bake_occlusion;
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};
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2019-04-28 09:58:29 -07:00
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#endif // VOXEL_MESHER_BLOCKY_H
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