102 lines
3.5 KiB
C++
102 lines
3.5 KiB
C++
#ifndef VOXEL_TOOL_H
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#define VOXEL_TOOL_H
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#include "math/rect3i.h"
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#include <core/reference.h>
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class VoxelBuffer;
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// This class exists only to make the script API nicer.
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class VoxelRaycastResult : public Reference {
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GDCLASS(VoxelRaycastResult, Reference)
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public:
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Vector3i position;
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Vector3i previous_position;
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private:
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Vector3 _b_get_position() const;
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Vector3 _b_get_previous_position() const;
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static void _bind_methods();
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};
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// High-level generic voxel edition utility.
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// Ease of use comes at cost.
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// It's not a class to instantiate alone, get it from the voxel objects you want to work with
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class VoxelTool : public Reference {
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GDCLASS(VoxelTool, Reference)
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public:
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enum Mode {
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MODE_ADD,
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MODE_REMOVE,
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MODE_SET
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};
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void set_value(int val);
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int get_value() const;
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void set_channel(int channel);
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int get_channel() const;
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void set_mode(Mode mode);
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Mode get_mode() const;
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void set_eraser_value(int value);
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int get_eraser_value() const;
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int get_voxel(Vector3i pos);
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float get_voxel_f(Vector3i pos);
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// The following methods represent one edit each. Pick the correct one for the job.
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// For example, using `do_box` will be more efficient than calling `do_point` many times.
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virtual void set_voxel(Vector3i pos, int v);
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virtual void set_voxel_f(Vector3i pos, float v);
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virtual void do_point(Vector3i pos);
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virtual void do_line(Vector3i begin, Vector3i end);
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virtual void do_circle(Vector3i pos, int radius, Vector3i direction);
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virtual void do_sphere(Vector3 center, float radius);
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virtual void do_box(Vector3i begin, Vector3i end);
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virtual void paste(Vector3i pos, Ref<VoxelBuffer> p_voxels, int mask_value);
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virtual Ref<VoxelRaycastResult> raycast(Vector3 pos, Vector3 dir, float max_distance);
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// Checks if an edit affecting the given box can be applied, fully or partially
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virtual bool is_area_editable(const Rect3i &box) const;
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protected:
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static void _bind_methods();
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// These methods never go alone, but may be used in others.
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// They don't represent an edit, they only abstract the lower-level API
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virtual int _get_voxel(Vector3i pos);
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virtual float _get_voxel_f(Vector3i pos);
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virtual void _set_voxel(Vector3i pos, int v);
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virtual void _set_voxel_f(Vector3i pos, float v);
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virtual void _post_edit(const Rect3i &box);
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private:
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// Bindings to convert to more specialized C++ types and handle virtuality cuz I don't know if it works by binding straight
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int _b_get_voxel(Vector3 pos) { return get_voxel(Vector3i(pos)); }
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float _b_get_voxel_f(Vector3 pos) { return get_voxel_f(Vector3i(pos)); }
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void _b_set_voxel(Vector3 pos, int v) { set_voxel(Vector3i(pos), v); }
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void _b_set_voxel_f(Vector3 pos, float v) { set_voxel_f(Vector3i(pos), v); }
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Ref<VoxelRaycastResult> _b_raycast(Vector3 pos, Vector3 dir, float max_distance) { return raycast(pos, dir, max_distance); }
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void _b_do_point(Vector3 pos) { do_point(Vector3i(pos)); }
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void _b_do_line(Vector3i begin, Vector3i end) { do_line(Vector3i(begin), Vector3i(end)); }
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void _b_do_circle(Vector3 pos, float radius, Vector3 direction) { do_circle(Vector3i(pos), radius, Vector3i(direction)); }
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void _b_do_sphere(Vector3 pos, float radius) { do_sphere(pos, radius); }
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void _b_do_box(Vector3 begin, Vector3 end) { do_box(Vector3i(begin), Vector3i(end)); }
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void _b_paste(Vector3 pos, Ref<Reference> voxels, int mask_value) { paste(Vector3i(pos), voxels, mask_value); }
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protected:
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int _value = 0;
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int _channel = 0;
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Mode _mode = MODE_ADD;
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int _eraser_value = 0; // air
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};
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VARIANT_ENUM_CAST(VoxelTool::Mode)
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#endif // VOXEL_TOOL_H
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