godot_voxel/constants/voxel_string_names.h
Marc Gilleron 922f361cb0 Made it compile in Godot 4
- Made a bunch of changes to comply with Godot 4 API
- Use Godot's Vector3i and add the missing stuff with helper functions
- Transvoxel uses custom attributes API, the old way would not work
- Wrap MeshOptimizer in a unique namespace (see build script why)
- Added clang-format file for the module as some rules now differ
- Prevent thirdparty code and lookup tables from being clang-formatted
- Very likely full of runtime bugs that need fixing
2021-12-13 21:38:10 +00:00

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#ifndef VOXEL_STRING_NAMES_H
#define VOXEL_STRING_NAMES_H
#include <core/string/string_name.h>
class VoxelStringNames {
private:
static VoxelStringNames *g_singleton;
public:
inline static VoxelStringNames *get_singleton() {
return g_singleton;
}
static void create_singleton();
static void destroy_singleton();
VoxelStringNames();
StringName _emerge_block;
StringName _immerge_block;
StringName _generate_block;
StringName _get_used_channels_mask;
StringName block_loaded;
StringName block_unloaded;
StringName store_colors_in_texture;
StringName scale;
StringName enable_baked_lighting;
StringName pivot_mode;
StringName u_transition_mask;
StringName u_block_local_transform;
StringName u_lod_fade;
};
#endif // VOXEL_STRING_NAMES_H