godot_voxel/terrain/instancing/voxel_instance_library_multimesh_item.h
Marc Gilleron 98eed9adba Remove some usages of Vector<T>. Also fixed some indexing issues in streams.
Reason: in a future port to GDExtension, that class won't be available.
This may also apply to Map and HashMap.

Note: the issues in streams were not hit so far because they are in
multi-block load/save functions. We've been loading and saving blocks
one by one at the moment.
2022-02-06 21:26:48 +00:00

99 lines
2.6 KiB
C++

#ifndef VOXEL_INSTANCE_LIBRARY_MULTIMESH_ITEM_H
#define VOXEL_INSTANCE_LIBRARY_MULTIMESH_ITEM_H
#include "../../util/span.h"
#include "voxel_instance_library_item.h"
#include <scene/resources/mesh.h>
#include <scene/resources/shape_3d.h>
namespace zylann::voxel {
// Settings for a model that can be used by VoxelInstancer
class VoxelInstanceLibraryMultiMeshItem : public VoxelInstanceLibraryItem {
GDCLASS(VoxelInstanceLibraryMultiMeshItem, VoxelInstanceLibraryItem)
public:
static const int MAX_MESH_LODS = 4;
struct CollisionShapeInfo {
Transform3D transform;
Ref<Shape3D> shape;
};
void set_mesh(Ref<Mesh> mesh, int mesh_lod_index);
Ref<Mesh> get_mesh(int mesh_lod_index) const;
int get_mesh_lod_count() const;
void set_material_override(Ref<Material> material);
Ref<Material> get_material_override() const;
void set_cast_shadows_setting(RenderingServer::ShadowCastingSetting mode);
RenderingServer::ShadowCastingSetting get_cast_shadows_setting() const;
void set_collision_layer(int collision_layer);
int get_collision_layer() const;
void set_collision_mask(int collision_mask);
int get_collision_mask() const;
void setup_from_template(Node *root);
// Internal
inline Span<const CollisionShapeInfo> get_collision_shapes() const {
return to_span_const(_collision_shapes);
}
Array serialize_multimesh_item_properties() const;
void deserialize_multimesh_item_properties(Array a);
private:
static void _bind_methods();
void _b_set_collision_shapes(Array shape_infos);
Array _b_get_collision_shapes() const;
Ref<Mesh> _b_get_mesh_lod0() const {
return get_mesh(0);
}
Ref<Mesh> _b_get_mesh_lod1() const {
return get_mesh(1);
}
Ref<Mesh> _b_get_mesh_lod2() const {
return get_mesh(2);
}
Ref<Mesh> _b_get_mesh_lod3() const {
return get_mesh(3);
}
void _b_set_mesh_lod0(Ref<Mesh> mesh) {
set_mesh(mesh, 0);
}
void _b_set_mesh_lod1(Ref<Mesh> mesh) {
set_mesh(mesh, 1);
}
void _b_set_mesh_lod2(Ref<Mesh> mesh) {
set_mesh(mesh, 2);
}
void _b_set_mesh_lod3(Ref<Mesh> mesh) {
set_mesh(mesh, 3);
}
FixedArray<Ref<Mesh>, MAX_MESH_LODS> _mesh_lods;
unsigned int _mesh_lod_count = 1;
// It is preferred to have materials on the mesh already,
// but this is in case OBJ meshes are used, which often dont have a material of their own
Ref<Material> _material_override;
RenderingServer::ShadowCastingSetting _shadow_casting_setting = RenderingServer::SHADOW_CASTING_SETTING_ON;
int _collision_mask = 1;
int _collision_layer = 1;
std::vector<CollisionShapeInfo> _collision_shapes;
};
} // namespace zylann::voxel
#endif // VOXEL_INSTANCE_LIBRARY_MULTIMESH_ITEM_H