BundleProject.h
1 
2 #pragma once
3 
4 #include "MaterialLibrary.h"
5 #include "BundleDataByteParser.h"
6 #include "VoxelFarm.h"
7 #include "ArchitectureManager.h"
8 #include "InstanceManager.h"
9 #include "Generator.h"
10 #include "HydroTile.h"
11 
12 #include <map>
13 #include <windows.h>
14 
15 namespace VoxelFarm
16 {
17  namespace Bundle
18  {
19  // initialize the project
20  bool initProject(const CBundleDataByteParser& data, HWND hostHWND, VoxelFarm::CInstanceSimplexWorld& instanceManagerSimplex,
21  const TMap<std::string, VoxelFarm::CMaterial*>& materialIds, VoxelFarm::CMaterialLibrary& materialLibrary, VoxelFarm::CSimplexWorld** simplexWorld_out,
22  VoxelFarm::CSimplexWorldTerrainPage& simplexPages, VoxelFarm::CGenerator& worldGenerator, VoxelFarm::CBlockData& blockData,
24 
25  // load the materials
26  bool loadMaterialProperties(const VoxelFarm::Bundle::CBundleDataByteParser& data, VoxelFarm::CMaterialLibrary& materialLibrary,
27  TMap<std::string, VoxelFarm::CMaterial*> &materialIds, HWND hostHWND);
28 
29  // Load prefab data form INI file
30  void readPrefabDefinitions(const CBundleDataByteParser& data, const char* cacheDir, VoxelFarm::Architecture::CPrefabDescLibrary& prefabDescLibrary,
32 
33  // Load prefab data form INI file
34  void readPaletteDefinitions(const CBundleDataByteParser& data, VoxelFarm::Architecture::CPaletteDescLibrary& paletteDescLibrary);
35  };
36 };
Combines several voxel layers into the final dataset sent to the contouring phase.
Definition: Generator.h:20
Contains all classes and functions for the VoxelFarm engine.
Contains all materials available in the system.
A default implementation of IBlockData that also acts as a VoxelLayer.
Definition: BlockData.h:182
Architecture system. It keeps a list of entities, their classes and the mesh instances they have prod...
Handles instanced voxel data.
Contains all palette descriptions available in the system.
Contains all prefab descriptions available in the system.