godot_voxel/edition/voxel_tool_lod_terrain.h

54 lines
1.7 KiB
C++

#ifndef VOXEL_TOOL_LOD_TERRAIN_H
#define VOXEL_TOOL_LOD_TERRAIN_H
#include "voxel_tool.h"
class Node;
namespace zylann::voxel {
class VoxelLodTerrain;
class VoxelDataMap;
class VoxelMeshSDF;
class VoxelGeneratorGraph;
class VoxelToolLodTerrain : public VoxelTool {
GDCLASS(VoxelToolLodTerrain, VoxelTool)
public:
VoxelToolLodTerrain() {}
VoxelToolLodTerrain(VoxelLodTerrain *terrain);
bool is_area_editable(const Box3i &box) const override;
Ref<VoxelRaycastResult> raycast(Vector3 pos, Vector3 dir, float max_distance, uint32_t collision_mask) override;
void do_sphere(Vector3 center, float radius) override;
void copy(Vector3i pos, Ref<gd::VoxelBuffer> dst, uint8_t channels_mask) const override;
// Specialized API
int get_raycast_binary_search_iterations() const;
void set_raycast_binary_search_iterations(int iterations);
void do_sphere_async(Vector3 center, float radius);
void do_hemisphere(Vector3 center, float radius, Vector3 flat_direction, float smoothness);
float get_voxel_f_interpolated(Vector3 position) const;
Array separate_floating_chunks(AABB world_box, Node *parent_node);
void stamp_sdf(Ref<VoxelMeshSDF> mesh_sdf, Transform3D transform, float isolevel, float sdf_scale);
void do_graph(Ref<VoxelGeneratorGraph> graph, Transform3D transform, Vector3 area_size);
protected:
uint64_t _get_voxel(Vector3i pos) const override;
float _get_voxel_f(Vector3i pos) const override;
void _set_voxel(Vector3i pos, uint64_t v) override;
void _set_voxel_f(Vector3i pos, float v) override;
void _post_edit(const Box3i &box) override;
private:
static void _bind_methods();
VoxelLodTerrain *_terrain = nullptr;
int _raycast_binary_search_iterations = 0;
};
} // namespace zylann::voxel
#endif // VOXEL_TOOL_LOD_TERRAIN_H