godot_voxel/terrain/voxel_viewer.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

40 lines
928 B
C++

#ifndef VOXEL_VIEWER_H
#define VOXEL_VIEWER_H
#include <scene/3d/node_3d.h>
// Triggers loading of voxel nodes around its position. Voxels will update in priority closer to viewers.
// Usually added as child of the player's camera.
class VoxelViewer : public Node3D {
GDCLASS(VoxelViewer, Node3D)
public:
VoxelViewer();
// Distance in world space units
void set_view_distance(unsigned int distance);
unsigned int get_view_distance() const;
// TODO Collision distance
void set_requires_visuals(bool enabled);
bool is_requiring_visuals() const;
void set_requires_collisions(bool enabled);
bool is_requiring_collisions() const;
protected:
void _notification(int p_what);
private:
static void _bind_methods();
void _process();
bool is_active() const;
uint32_t _viewer_id = 0;
unsigned int _view_distance = 128;
bool _requires_visuals = true;
bool _requires_collisions = true;
};
#endif // VOXEL_VIEWER_H