69 lines
1.8 KiB
C++
69 lines
1.8 KiB
C++
#ifndef VOXEL_BLOCK_H
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#define VOXEL_BLOCK_H
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#include "../util/direct_mesh_instance.h"
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#include "../util/direct_static_body.h"
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#include "../voxel_buffer.h"
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class Spatial;
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// Internal structure holding a reference to mesh visuals, physics and a block of voxel data.
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class VoxelBlock {
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public:
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enum MeshState {
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MESH_NEVER_UPDATED = 0,
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MESH_UP_TO_DATE,
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MESH_UPDATE_NOT_SENT, // The mesh is out of date and was marked for update, but no request have been sent yet
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MESH_UPDATE_SENT // The mesh is out of date, and an update request was sent, pending response
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};
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Ref<VoxelBuffer> voxels;
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Vector3i position;
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unsigned int lod_index = 0;
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bool modified = false; // Indicates if this block should be saved
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static VoxelBlock *create(Vector3i bpos, Ref<VoxelBuffer> buffer, unsigned int size, unsigned int p_lod_index);
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~VoxelBlock();
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void set_mesh(Ref<Mesh> mesh, Spatial *node, bool generate_collision, Array surface_arrays, bool debug_collision);
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bool has_mesh() const;
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void set_mesh_state(MeshState ms);
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MeshState get_mesh_state() const;
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void mark_been_meshed();
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bool has_been_meshed() const;
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void set_world(World *world);
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void set_visible(bool visible);
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bool is_visible() const;
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void set_parent_visible(bool parent_visible);
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inline bool is_mesh_update_scheduled() {
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return _mesh_state == MESH_UPDATE_NOT_SENT || _mesh_state == MESH_UPDATE_SENT;
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}
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private:
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VoxelBlock();
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void _set_visible(bool visible);
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Vector3i _position_in_voxels;
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DirectMeshInstance _mesh_instance;
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DirectStaticBody _static_body;
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int _mesh_update_count = 0;
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bool _visible = true;
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bool _parent_visible = true;
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MeshState _mesh_state = MESH_NEVER_UPDATED;
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// The mesh might be null, but we don't know if it's actually empty or if it's loading.
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// This boolean tells if we attempted to mesh this block at least once.
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bool _has_been_meshed = false;
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};
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#endif // VOXEL_BLOCK_H
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