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https://github.com/Relintai/godot_voxel.git
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118 lines
3.3 KiB
C++
118 lines
3.3 KiB
C++
#ifndef VOXEL_TYPE_H
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#define VOXEL_TYPE_H
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#include <core/resource.h>
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#include "cube_tables.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 Resource {
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GDCLASS(Voxel, Resource)
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public:
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enum ChannelMode {
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// For mapping to a Voxel type
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CHANNEL_TYPE = 0,
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// Distance to surface for smooth voxels
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CHANNEL_ISOLEVEL,
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// Arbitrary data not used by the module
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CHANNEL_DATA
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};
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Voxel();
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// Properties
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Ref<Voxel> set_voxel_name(String name);
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_FORCE_INLINE_ String get_voxel_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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//-------------------------------------------
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// Built-in geometry generators
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enum GeometryType {
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GEOMETRY_NONE = 0,
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GEOMETRY_CUBE = 1,
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GEOMETRY_MAX
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};
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void set_geometry_type(GeometryType type);
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GeometryType get_geometry_type() const;
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// Getters for native usage only
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const PoolVector<Vector3> &get_model_positions() const { return _model_positions; }
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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_uvs; }
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const PoolVector<int> &get_model_indices() const { return _model_indices; }
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const PoolVector<Vector3> &get_model_side_positions(unsigned int side) const { return _model_side_positions[side]; }
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const PoolVector<Vector2> &get_model_side_uv(unsigned int side) const { return _model_side_uvs[side]; }
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const PoolVector<int> &get_model_side_indices(unsigned int side) const { return _model_side_indices[side]; }
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void set_library(Ref<VoxelLibrary> lib);
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void set_cube_uv_side(int side, Vector2 tile_pos);
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void update_cube_uv_sides();
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VoxelLibrary *get_library() const;
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static void _bind_methods();
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Ref<Voxel> set_cube_geometry(float sy = 1);
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//Ref<Voxel> set_xquad_geometry(Vector2 atlas_pos);
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private:
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ObjectID _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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Color _color;
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GeometryType _geometry_type;
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float _cube_geometry_padding_y;
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Vector2 _cube_tiles[Cube::SIDE_COUNT];
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// Model
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PoolVector<Vector3> _model_positions;
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PoolVector<Vector3> _model_normals;
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PoolVector<Vector2> _model_uvs;
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PoolVector<int> _model_indices;
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// Model sides:
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// They are separated because this way we can occlude them easily.
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// Due to these defining cube side triangles, normals are known already.
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PoolVector<Vector3> _model_side_positions[Cube::SIDE_COUNT];
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PoolVector<Vector2> _model_side_uvs[Cube::SIDE_COUNT];
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PoolVector<int> _model_side_indices[Cube::SIDE_COUNT];
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// TODO Child voxel types?
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};
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VARIANT_ENUM_CAST(Voxel::ChannelMode)
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VARIANT_ENUM_CAST(Voxel::GeometryType)
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#endif // VOXEL_TYPE_H
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