57 lines
1.4 KiB
C++
57 lines
1.4 KiB
C++
#ifndef VOXEL_TERRAIN_H
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#define VOXEL_TERRAIN_H
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#include <scene/main/node.h>
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#include "voxel_map.h"
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#include "voxel_mesher.h"
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#include "voxel_provider.h"
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// Infinite static terrain made of voxels.
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// It is loaded around VoxelTerrainStreamers.
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class VoxelTerrain : public Node /*, public IVoxelMapObserver*/ {
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OBJ_TYPE(VoxelTerrain, Node)
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public:
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VoxelTerrain();
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void set_provider(Ref<VoxelProvider> provider);
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Ref<VoxelProvider> get_provider();
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void force_load_blocks(Vector3i center, Vector3i extents);
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int get_block_update_count();
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Ref<VoxelMesher> get_mesher() { return _mesher; }
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protected:
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void _notification(int p_what);
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void _process();
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void update_blocks();
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void update_block_mesh(Vector3i block_pos);
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// Observer events
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//void block_removed(VoxelBlock & block);
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static void _bind_methods();
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// Convenience
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Vector3 _voxel_to_block_binding(Vector3 pos) { return Vector3i(VoxelMap::voxel_to_block(pos)).to_vec3(); }
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Vector3 _block_to_voxel_binding(Vector3 pos) { return Vector3i(VoxelMap::block_to_voxel(pos)).to_vec3(); }
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void _force_load_blocks_binding(Vector3 center, Vector3 extents) { force_load_blocks(center, extents); }
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private:
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// Parameters
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int _min_y; // In blocks, not voxels
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int _max_y;
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// Voxel storage
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Ref<VoxelMap> _map;
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Vector<Vector3i> _block_update_queue;
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Ref<VoxelMesher> _mesher;
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Ref<VoxelProvider> _provider;
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};
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#endif // VOXEL_TERRAIN_H
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