godot_voxel/terrain/voxel_block.h

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#ifndef VOXEL_BLOCK_H
#define VOXEL_BLOCK_H
#include "../voxel_buffer.h"
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#include <scene/3d/mesh_instance.h>
#include <scene/3d/physics_body.h>
// Internal structure holding a reference to mesh visuals, physics and a block of voxel data.
class VoxelBlock {
public:
enum MeshState {
MESH_NEVER_UPDATED = 0,
MESH_UP_TO_DATE,
MESH_UPDATE_NOT_SENT, // The mesh is out of date, but no update request have been sent
MESH_UPDATE_SENT // The mesh is out of date, and an update request is pending
};
Ref<VoxelBuffer> voxels;
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Vector3i position;
unsigned int lod_index = 0;
bool modified = false; // Indicates if this block should be saved
static VoxelBlock *create(Vector3i bpos, Ref<VoxelBuffer> buffer, unsigned int size, unsigned int p_lod_index);
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~VoxelBlock();
void set_mesh(Ref<Mesh> mesh, Ref<World> world);
bool has_mesh() const;
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void set_mesh_state(MeshState ms);
MeshState get_mesh_state() const;
void mark_been_meshed();
bool has_been_meshed() const;
void enter_world(World *world);
void exit_world();
void set_visible(bool visible);
bool is_visible() const;
inline bool is_mesh_update_scheduled() {
return _mesh_state == MESH_UPDATE_NOT_SENT || _mesh_state == MESH_UPDATE_SENT;
}
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private:
VoxelBlock();
Vector3i _position_in_voxels;
Ref<Mesh> _mesh;
RID _mesh_instance;
int _mesh_update_count = 0;
bool _visible = true;
MeshState _mesh_state = MESH_NEVER_UPDATED;
// The mesh might be null, but we don't know if it's actually empty or if it's loading.
// This boolean tells if we attempted to mesh this block at least once.
bool _has_been_meshed = false;
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};
#endif // VOXEL_BLOCK_H