922f361cb0
- 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
39 lines
766 B
C++
39 lines
766 B
C++
#ifndef VOXEL_STRING_NAMES_H
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#define VOXEL_STRING_NAMES_H
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#include <core/string/string_name.h>
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class VoxelStringNames {
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private:
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static VoxelStringNames *g_singleton;
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public:
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inline static VoxelStringNames *get_singleton() {
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return g_singleton;
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}
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static void create_singleton();
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static void destroy_singleton();
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VoxelStringNames();
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StringName _emerge_block;
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StringName _immerge_block;
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StringName _generate_block;
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StringName _get_used_channels_mask;
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StringName block_loaded;
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StringName block_unloaded;
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StringName store_colors_in_texture;
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StringName scale;
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StringName enable_baked_lighting;
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StringName pivot_mode;
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StringName u_transition_mask;
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StringName u_block_local_transform;
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StringName u_lod_fade;
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};
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#endif // VOXEL_STRING_NAMES_H
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