pandemonium_engine/modules/voxelman/library/voxel_library_simple.h

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#ifndef VOXEL_LIBRARY_SIMPLE_H
#define VOXEL_LIBRARY_SIMPLE_H
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/*************************************************************************/
/* voxel_library_simple.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/object/resource.h"
#include "voxel_library.h"
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#include "scene/resources/material/material.h"
#include "../data/voxel_light.h"
#include "voxel_surface_simple.h"
class VoxelSurfaceSimple;
class VoxelMesher;
class VoxelLibrarySimple : public VoxelLibrary {
GDCLASS(VoxelLibrarySimple, VoxelLibrary)
public:
int get_atlas_columns() const;
void set_atlas_columns(int s);
int get_atlas_rows() const;
void set_atlas_rows(int s);
Ref<VoxelSurface> voxel_surface_get(const int index);
void voxel_surface_add(Ref<VoxelSurface> value);
void voxel_surface_set(const int index, Ref<VoxelSurface> value);
void voxel_surface_remove(const int index);
int voxel_surface_get_num() const;
void voxel_surfaces_clear();
Vector<Variant> get_voxel_surfaces();
void set_voxel_surfaces(const Vector<Variant> &surfaces);
void refresh_rects();
VoxelLibrarySimple();
~VoxelLibrarySimple();
protected:
static void _bind_methods();
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Vector<Ref<VoxelSurfaceSimple>> _voxel_surfaces;
//atlas
int _atlas_columns;
int _atlas_rows;
};
#endif // VOXEL_LIBRARY_H