922f361cb0
- Made a bunch of changes to comply with Godot 4 API - Use Godot's Vector3i and add the missing stuff with helper functions - Transvoxel uses custom attributes API, the old way would not work - Wrap MeshOptimizer in a unique namespace (see build script why) - Added clang-format file for the module as some rules now differ - Prevent thirdparty code and lookup tables from being clang-formatted - Very likely full of runtime bugs that need fixing
30 lines
1.2 KiB
C++
30 lines
1.2 KiB
C++
#ifndef VOXEL_STREAM_SCRIPT_H
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#define VOXEL_STREAM_SCRIPT_H
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#include "voxel_stream.h"
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#include <core/object/script_language.h> // needed for GDVIRTUAL macro
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#include <core/object/gdvirtual.gen.inc> // Also needed for GDVIRTUAL macro...
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// Provides access to a source of paged voxel data, which may load and save.
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// Must be implemented in a multi-thread-safe way.
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// If you are looking for a more specialized API to generate voxels, use VoxelGenerator.
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class VoxelStreamScript : public VoxelStream {
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GDCLASS(VoxelStreamScript, VoxelStream)
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public:
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Result emerge_block(VoxelBufferInternal &out_buffer, Vector3i origin_in_voxels, int lod) override;
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void immerge_block(VoxelBufferInternal &buffer, Vector3i origin_in_voxels, int lod) override;
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int get_used_channels_mask() const override;
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protected:
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// TODO Why is it unable to convert `Result` into `Variant` even though a cast is defined in voxel_stream.h???
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//GDVIRTUAL3R(VoxelStream::Result, _emerge_block, Ref<VoxelBuffer>, Vector3i, int)
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GDVIRTUAL3R(int, _emerge_block, Ref<VoxelBuffer>, Vector3i, int)
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GDVIRTUAL3(_immerge_block, Ref<VoxelBuffer>, Vector3i, int)
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GDVIRTUAL0RC(int, _get_used_channels_mask) // I think `C` means `const`?
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static void _bind_methods();
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};
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#endif // VOXEL_STREAM_SCRIPT_H
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