godot_voxel/terrain/voxel_data_block.h

52 lines
1.5 KiB
C++

#ifndef VOXEL_DATA_BLOCK_H
#define VOXEL_DATA_BLOCK_H
#include "../storage/voxel_buffer.h"
#include "../util/macros.h"
#include "voxel_ref_count.h"
// Stores loaded voxel data for a chunk of the volume. Mesh and colliders are stored separately.
class VoxelDataBlock {
public:
Ref<VoxelBuffer> voxels;
const Vector3i position;
const unsigned int lod_index = 0;
VoxelRefCount viewers;
static VoxelDataBlock *create(Vector3i bpos, Ref<VoxelBuffer> buffer, unsigned int size, unsigned int p_lod_index) {
const int bs = size;
ERR_FAIL_COND_V(buffer.is_null(), nullptr);
ERR_FAIL_COND_V(buffer->get_size() != Vector3i(bs, bs, bs), nullptr);
return memnew(VoxelDataBlock(bpos, buffer, p_lod_index));
}
void set_modified(bool modified) {
#ifdef TOOLS_ENABLED
if (_modified == false && modified) {
PRINT_VERBOSE(String("Marking block {0} as modified").format(varray(position.to_vec3())));
}
#endif
_modified = modified;
}
inline bool is_modified() const { return _modified; }
void set_needs_lodding(bool need_lodding) {
_needs_lodding = need_lodding;
}
inline bool get_needs_lodding() const { return _needs_lodding; }
private:
VoxelDataBlock(Vector3i bpos, Ref<VoxelBuffer> buffer, unsigned int p_lod_index) :
voxels(buffer), position(bpos), lod_index(p_lod_index) {}
// The block was edited, which requires its LOD counterparts to be recomputed
bool _needs_lodding = false;
// Indicates if this block is different from the time it was loaded (should be saved)
bool _modified = false;
};
#endif // VOXEL_DATA_BLOCK_H