2017-08-20 06:48:55 -07:00
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#ifndef VOXEL_BLOCK_H
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#define VOXEL_BLOCK_H
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2019-04-28 09:58:29 -07:00
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#include "../voxel_buffer.h"
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2017-08-20 06:48:55 -07:00
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#include <scene/3d/mesh_instance.h>
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#include <scene/3d/physics_body.h>
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// Internal structure holding a reference to mesh visuals, physics and a block of voxel data.
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class VoxelBlock {
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public:
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2019-05-03 16:02:10 -07:00
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Ref<VoxelBuffer> voxels;
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Vector3i pos; // TODO Rename position
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unsigned int lod_index = 0;
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2017-08-20 06:48:55 -07:00
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2019-05-04 08:29:52 -07:00
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// The mesh might be null, but we don't know if it's actually empty or if it's loading.
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// This boolean tells if we attempted to mesh this block at least once.
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bool has_been_meshed = false;
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2019-05-03 16:02:10 -07:00
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static VoxelBlock *create(Vector3i bpos, Ref<VoxelBuffer> buffer, unsigned int size, unsigned int p_lod_index);
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2017-08-20 06:48:55 -07:00
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2017-08-20 09:37:08 -07:00
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void set_mesh(Ref<Mesh> mesh, Ref<World> world);
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2019-05-03 16:02:10 -07:00
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bool has_mesh() const;
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2017-08-20 06:48:55 -07:00
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2017-08-27 17:32:23 -07:00
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void enter_world(World *world);
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void exit_world();
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void set_visible(bool visible);
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2019-05-03 16:02:10 -07:00
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bool is_visible() const;
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2017-08-27 17:32:23 -07:00
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2017-08-20 06:48:55 -07:00
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private:
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VoxelBlock();
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2017-08-20 09:37:08 -07:00
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Vector3i _position_in_voxels;
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Ref<Mesh> _mesh;
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RID _mesh_instance;
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2018-09-29 09:08:05 -07:00
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int _mesh_update_count;
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2019-05-03 16:02:10 -07:00
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bool _visible = true;
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2017-08-20 06:48:55 -07:00
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};
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#endif // VOXEL_BLOCK_H
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