godot_voxel/meshers/voxel_mesher.cpp

56 lines
1.4 KiB
C++

#include "voxel_mesher.h"
Ref<Mesh> VoxelMesher::build_mesh(Ref<VoxelBuffer> voxels) {
ERR_FAIL_COND_V(voxels.is_null(), Ref<ArrayMesh>());
Output output;
build(output, **voxels);
if (output.surfaces.empty()) {
return Ref<ArrayMesh>();
}
Ref<ArrayMesh> mesh;
mesh.instance();
for (int i = 0; i < output.surfaces.size(); ++i) {
mesh->add_surface_from_arrays(output.primitive_type, output.surfaces[i], Array(), output.compression_flags);
}
return mesh;
}
void VoxelMesher::build(Output &output, const VoxelBuffer &voxels) {
ERR_PRINT("Not implemented");
}
int VoxelMesher::get_minimum_padding() const {
return _minimum_padding;
}
int VoxelMesher::get_maximum_padding() const {
return _maximum_padding;
}
void VoxelMesher::set_padding(int minimum, int maximum) {
CRASH_COND(minimum < 0);
CRASH_COND(maximum < 0);
_minimum_padding = minimum;
_maximum_padding = maximum;
}
VoxelMesher *VoxelMesher::clone() {
return nullptr;
}
void VoxelMesher::_bind_methods() {
// Shortcut if you want to generate a mesh directly from a fixed grid of voxels.
// Useful for testing the different meshers.
ClassDB::bind_method(D_METHOD("build_mesh", "voxel_buffer"), &VoxelMesher::build_mesh);
ClassDB::bind_method(D_METHOD("get_minimum_padding"), &VoxelMesher::get_minimum_padding);
ClassDB::bind_method(D_METHOD("get_maximum_padding"), &VoxelMesher::get_maximum_padding);
}