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https://github.com/Relintai/godot_voxel.git
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92 lines
2.3 KiB
C++
92 lines
2.3 KiB
C++
#ifndef VOXEL_TYPE_H
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#define VOXEL_TYPE_H
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#include <reference.h>
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class VoxelLibrary;
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// Definition of one type of voxel.
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// A voxel can be a simple coloured cube, or a more complex model.
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// Important: it is recommended that you create voxels from a library rather than using new().
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class Voxel : public Reference {
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GDCLASS(Voxel, Reference)
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public:
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enum Side {
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SIDE_LEFT = 0,
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SIDE_RIGHT,
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SIDE_BOTTOM,
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SIDE_TOP,
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SIDE_BACK,
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SIDE_FRONT,
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SIDE_COUNT
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};
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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);
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_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);
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_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);
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Ref<Voxel> set_cube_uv_all_sides(Vector2 atlas_pos);
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Ref<Voxel> set_cube_uv_tbs_sides(Vector2 top_atlas_pos, Vector2 side_atlas_pos, Vector2 bottom_atlas_pos);
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//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; }
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const PoolVector<Vector3> & get_model_normals() const { return _model_normals; }
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const PoolVector<Vector2> & get_model_uv() const { return _model_uv; }
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const PoolVector<Vector3> & get_model_side_vertices(unsigned int side) const { return _model_side_vertices[side]; }
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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; }
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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:
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VoxelLibrary * _library;
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// Identifiers
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int _id;
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String _name;
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// Properties
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int _material_id;
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bool _is_transparent;
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// Model
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Color _color;
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PoolVector<Vector3> _model_vertices;
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PoolVector<Vector3> _model_normals;
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PoolVector<Vector2> _model_uv;
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PoolVector<Vector3> _model_side_vertices[SIDE_COUNT];
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PoolVector<Vector2> _model_side_uv[SIDE_COUNT];
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// TODO Child voxel types
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};
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#endif // VOXEL_TYPE_H
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