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