mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
120 lines
3.0 KiB
C++
120 lines
3.0 KiB
C++
#ifndef VOXEL_TYPE_H
|
|
#define VOXEL_TYPE_H
|
|
|
|
#include <resource.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 Resource {
|
|
GDCLASS(Voxel, Resource)
|
|
|
|
public:
|
|
enum Side {
|
|
SIDE_LEFT = 0,
|
|
SIDE_RIGHT,
|
|
SIDE_BOTTOM,
|
|
SIDE_TOP,
|
|
SIDE_BACK,
|
|
SIDE_FRONT,
|
|
|
|
SIDE_COUNT
|
|
};
|
|
|
|
enum ChannelMode {
|
|
// For mapping to a Voxel type
|
|
CHANNEL_TYPE = 0,
|
|
// Distance to surface for smooth voxels
|
|
CHANNEL_ISOLEVEL,
|
|
// Arbitrary data not used by the module
|
|
CHANNEL_DATA
|
|
};
|
|
|
|
Voxel();
|
|
|
|
// Properties
|
|
|
|
Ref<Voxel> set_voxel_name(String name);
|
|
_FORCE_INLINE_ String get_voxel_name() const { return _name; }
|
|
|
|
Ref<Voxel> set_id(int id);
|
|
_FORCE_INLINE_ int get_id() const { return _id; }
|
|
|
|
Ref<Voxel> set_color(Color color);
|
|
_FORCE_INLINE_ Color get_color() const { return _color; }
|
|
|
|
Ref<Voxel> set_material_id(unsigned int id);
|
|
_FORCE_INLINE_ unsigned int get_material_id() const { return _material_id; }
|
|
|
|
Ref<Voxel> set_transparent(bool t = true);
|
|
_FORCE_INLINE_ bool is_transparent() const { return _is_transparent; }
|
|
|
|
//-------------------------------------------
|
|
// Built-in geometry generators
|
|
|
|
enum GeometryType {
|
|
GEOMETRY_NONE = 0,
|
|
GEOMETRY_CUBE = 1,
|
|
GEOMETRY_MAX
|
|
};
|
|
|
|
void set_geometry_type(GeometryType type);
|
|
GeometryType get_geometry_type() const;
|
|
|
|
// Getters for native usage only
|
|
|
|
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]; }
|
|
|
|
void set_library(Ref<VoxelLibrary> lib);
|
|
|
|
protected:
|
|
bool _set(const StringName &p_name, const Variant &p_value);
|
|
bool _get(const StringName &p_name, Variant &r_ret) const;
|
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
|
|
|
void set_cube_uv_side(int side, Vector2 tile_pos);
|
|
void update_cube_uv_sides();
|
|
|
|
VoxelLibrary *get_library() const;
|
|
|
|
static void _bind_methods();
|
|
|
|
Ref<Voxel> set_cube_geometry(float sy = 1);
|
|
//Ref<Voxel> set_xquad_geometry(Vector2 atlas_pos);
|
|
|
|
private:
|
|
WeakRef _library;
|
|
|
|
// Identifiers
|
|
int _id;
|
|
String _name;
|
|
|
|
// Properties
|
|
int _material_id;
|
|
bool _is_transparent;
|
|
Color _color;
|
|
GeometryType _geometry_type;
|
|
float _cube_geometry_padding_y;
|
|
Vector2 _cube_tiles[SIDE_COUNT];
|
|
|
|
// Model
|
|
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];
|
|
|
|
// TODO Child voxel types
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(Voxel::ChannelMode)
|
|
VARIANT_ENUM_CAST(Voxel::GeometryType)
|
|
|
|
#endif // VOXEL_TYPE_H
|