b51897b8df
- Made more precise with an option to use binary search (unoptimized) - Distance along ray is now available in blocky terrains as well
37 lines
1.0 KiB
C++
37 lines
1.0 KiB
C++
#ifndef VOXEL_TOOL_LOD_TERRAIN_H
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#define VOXEL_TOOL_LOD_TERRAIN_H
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#include "voxel_tool.h"
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class VoxelLodTerrain;
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class VoxelMap;
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class VoxelToolLodTerrain : public VoxelTool {
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GDCLASS(VoxelToolLodTerrain, VoxelTool)
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public:
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VoxelToolLodTerrain() {}
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VoxelToolLodTerrain(VoxelLodTerrain *terrain, VoxelMap &map);
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bool is_area_editable(const Rect3i &box) const override;
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Ref<VoxelRaycastResult> raycast(Vector3 pos, Vector3 dir, float max_distance, uint32_t collision_mask) override;
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int get_raycast_binary_search_iterations() const;
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void set_raycast_binary_search_iterations(int iterations);
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protected:
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uint64_t _get_voxel(Vector3i pos) const override;
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float _get_voxel_f(Vector3i pos) const override;
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void _set_voxel(Vector3i pos, uint64_t v) override;
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void _set_voxel_f(Vector3i pos, float v) override;
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void _post_edit(const Rect3i &box) override;
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private:
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static void _bind_methods();
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VoxelLodTerrain *_terrain = nullptr;
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VoxelMap *_map = nullptr;
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int _raycast_binary_search_iterations = 0;
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};
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#endif // VOXEL_TOOL_LOD_TERRAIN_H
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