godot_voxel/voxel.h

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#ifndef VOXEL_TYPE_H
#define VOXEL_TYPE_H
#include <reference.h>
class VoxelLibrary;
// Definition of one type of voxel.
// A voxel can be a simple coloured cube, or a more complex model.
// Important: it is recommended that you create voxels from a library rather than using new().
class Voxel : public Reference {
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GDCLASS(Voxel, Reference)
public:
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enum Side {
SIDE_LEFT = 0,
SIDE_RIGHT,
SIDE_BOTTOM,
SIDE_TOP,
SIDE_BACK,
SIDE_FRONT,
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SIDE_COUNT
};
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Voxel();
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// Properties
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Ref<Voxel> set_name(String name);
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_FORCE_INLINE_ String get_name() const { return _name; }
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Ref<Voxel> set_id(int id);
_FORCE_INLINE_ int get_id() const { return _id; }
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Ref<Voxel> set_color(Color color);
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_FORCE_INLINE_ Color get_color() const { return _color; }
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Ref<Voxel> set_material_id(unsigned int id);
_FORCE_INLINE_ unsigned int get_material_id() const { return _material_id; }
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Ref<Voxel> set_transparent(bool t = true);
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_FORCE_INLINE_ bool is_transparent() const { return _is_transparent; }
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// Built-in geometry generators
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Ref<Voxel> set_cube_geometry(float sy = 1);
Ref<Voxel> set_cube_uv_all_sides(Vector2 atlas_pos);
Ref<Voxel> set_cube_uv_tbs_sides(Vector2 top_atlas_pos, Vector2 side_atlas_pos, Vector2 bottom_atlas_pos);
//Ref<Voxel> set_xquad_geometry(Vector2 atlas_pos);
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// Getters for native usage only
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const PoolVector<Vector3> & get_model_vertices() const { return _model_vertices; }
const PoolVector<Vector3> & get_model_normals() const { return _model_normals; }
const PoolVector<Vector2> & get_model_uv() const { return _model_uv; }
const PoolVector<Vector3> & get_model_side_vertices(unsigned int side) const { return _model_side_vertices[side]; }
const PoolVector<Vector2> & get_model_side_uv(unsigned int side) const { return _model_side_uv[side]; }
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void set_library_ptr(VoxelLibrary * lib) { _library = lib; }
protected:
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Ref<Voxel> _set_cube_uv_sides(const Vector2 atlas_pos[6]);
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static void _bind_methods();
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private:
VoxelLibrary * _library;
// Identifiers
int _id;
String _name;
// Properties
int _material_id;
bool _is_transparent;
// Model
Color _color;
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PoolVector<Vector3> _model_vertices;
PoolVector<Vector3> _model_normals;
PoolVector<Vector2> _model_uv;
PoolVector<Vector3> _model_side_vertices[SIDE_COUNT];
PoolVector<Vector2> _model_side_uv[SIDE_COUNT];
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// TODO Child voxel types
};
#endif // VOXEL_TYPE_H