46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
#ifndef VOXEL_STREAM_BLOCK_FILES_H
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#define VOXEL_STREAM_BLOCK_FILES_H
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#include "voxel_stream_file.h"
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class FileAccess;
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// Loads and saves blocks to the filesystem, under a directory.
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// Each block gets its own file, which may produce a lot of them, but it makes it simple to implement.
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class VoxelStreamBlockFiles : public VoxelStreamFile {
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GDCLASS(VoxelStreamBlockFiles, VoxelStreamFile)
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public:
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VoxelStreamBlockFiles();
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void emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod) override;
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void immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod) override;
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String get_directory() const;
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void set_directory(String dirpath);
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int get_block_size_po2() const override;
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protected:
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static void _bind_methods();
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private:
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Error save_meta();
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Error load_meta();
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String get_block_file_path(const Vector3i &block_pos, unsigned int lod) const;
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Vector3i get_block_position(const Vector3i &origin_in_voxels) const;
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String _directory_path;
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struct Meta {
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uint8_t version = -1;
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uint8_t lod_count = 0;
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uint8_t block_size_po2 = 0; // How many voxels in a block
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};
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Meta _meta;
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bool _meta_loaded = false;
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bool _meta_saved = false;
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};
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#endif // VOXEL_STREAM_BLOCK_FILES_H
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