godot_voxel/edition/voxel_tool_terrain.h

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#ifndef VOXEL_TOOL_TERRAIN_H
#define VOXEL_TOOL_TERRAIN_H
#include "voxel_tool.h"
class VoxelTerrain;
class VoxelMap;
class FuncRef;
class VoxelToolTerrain : public VoxelTool {
GDCLASS(VoxelToolTerrain, VoxelTool)
public:
VoxelToolTerrain();
VoxelToolTerrain(VoxelTerrain *terrain);
bool is_area_editable(const Rect3i &box) const override;
Ref<VoxelRaycastResult> raycast(Vector3 pos, Vector3 dir, float max_distance, uint32_t collision_mask) override;
void set_voxel_metadata(Vector3i pos, Variant meta) override;
Variant get_voxel_metadata(Vector3i pos) override;
void copy(Vector3i pos, Ref<VoxelBuffer> dst, uint8_t channels_mask) override;
void paste(Vector3i pos, Ref<VoxelBuffer> p_voxels, uint8_t channels_mask, uint64_t mask_value) override;
// Specialized API
void run_blocky_random_tick(AABB voxel_area, int voxel_count, Ref<FuncRef> callback, int block_batch_count) const;
protected:
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uint64_t _get_voxel(Vector3i pos) const override;
float _get_voxel_f(Vector3i pos) const override;
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void _set_voxel(Vector3i pos, uint64_t v) override;
void _set_voxel_f(Vector3i pos, float v) override;
void _post_edit(const Rect3i &box) override;
private:
static void _bind_methods();
VoxelTerrain *_terrain = nullptr;
};
#endif // VOXEL_TOOL_TERRAIN_H