godot_voxel/edition/voxel_tool_terrain.h

61 lines
2.0 KiB
C++

#ifndef VOXEL_TOOL_TERRAIN_H
#define VOXEL_TOOL_TERRAIN_H
#include "voxel_tool.h"
namespace zylann::voxel {
class VoxelTerrain;
class VoxelBlockyLibrary;
class VoxelData;
class VoxelToolTerrain : public VoxelTool {
GDCLASS(VoxelToolTerrain, VoxelTool)
public:
VoxelToolTerrain();
VoxelToolTerrain(VoxelTerrain *terrain);
bool is_area_editable(const Box3i &box) const override;
Ref<VoxelRaycastResult> raycast(
Vector3 p_pos, Vector3 p_dir, float p_max_distance, uint32_t p_collision_mask) override;
void set_voxel_metadata(Vector3i pos, Variant meta) override;
Variant get_voxel_metadata(Vector3i pos) const override;
void copy(Vector3i pos, Ref<gd::VoxelBuffer> dst, uint8_t channels_mask) const override;
void paste(Vector3i pos, Ref<gd::VoxelBuffer> p_voxels, uint8_t channels_mask, bool use_mask,
uint64_t mask_value) override;
void do_sphere(Vector3 center, float radius) override;
// Specialized API
void do_hemisphere(Vector3 center, float radius, Vector3 flat_direction, float smoothness);
void run_blocky_random_tick(
AABB voxel_area, int voxel_count, const Callable &callback, int block_batch_count) const;
// For easier unit testing (the regular one needs a terrain setup etc, harder to test atm)
// The `_static` suffix is because it otherwise conflicts with the non-static method when registering the class
static void run_blocky_random_tick_static(VoxelData &data, Box3i voxel_box, const VoxelBlockyLibrary &lib,
int voxel_count, int batch_count, void *callback_data, bool (*callback)(void *, Vector3i, int64_t));
void for_each_voxel_metadata_in_area(AABB voxel_area, const Callable &callback);
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();
VoxelTerrain *_terrain = nullptr;
};
} // namespace zylann::voxel
#endif // VOXEL_TOOL_TERRAIN_H