#ifndef TERRAIN_LIBRARY_SIMPLE_H #define TERRAIN_LIBRARY_SIMPLE_H /*************************************************************************/ /* terrain_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 "terrain_library.h" #include "scene/resources/material/material.h" #include "../data/terrain_light.h" #include "terrain_surface_simple.h" class TerrainSurfaceSimple; class TerrainMesher; class TerrainLibrarySimple : public TerrainLibrary { GDCLASS(TerrainLibrarySimple, TerrainLibrary) public: int get_atlas_columns() const; void set_atlas_columns(int s); int get_atlas_rows() const; void set_atlas_rows(int s); Ref terra_surface_get(const int index); void terra_surface_add(Ref value); void terra_surface_set(const int index, Ref value); void terra_surface_remove(const int index); int terra_surface_get_num() const; void terra_surfaces_clear(); Vector get_terra_surfaces(); void set_terra_surfaces(const Vector &surfaces); void refresh_rects(); TerrainLibrarySimple(); ~TerrainLibrarySimple(); protected: static void _bind_methods(); private: Vector> _terra_surfaces; //atlas int _atlas_columns; int _atlas_rows; }; #endif // TERRAIN_LIBRARY_H