#ifndef TERRAIN_SURFACE_H #define TERRAIN_SURFACE_H #include "core/math/color.h" #include "core/object/resource.h" #include "core/containers/vector.h" #include "core/math/rect2.h" #include "scene/resources/material/material.h" #include "terrain_library.h" class TerrainLibrary; class TerrainSurface : public Resource { GDCLASS(TerrainSurface, Resource) public: /* _____ /_____/I I I I <- BACK I F I I I_____I/ I y I I O----- x I B / I F I / / z+ I ---I/ */ enum TerrainSurfaceSides { TERRAIN_SIDE_TOP = 0, TERRAIN_SIDE_BOTTOM = 1, TERRAIN_SIDE_SIDE = 2, }; enum { TERRAIN_SIDES_COUNT = 3, TERRAIN_SIDES_ARRAY_SIZE = TERRAIN_SIDES_COUNT * 2, }; int get_id() const; void set_id(const int value); Rect2 get_rect(const TerrainSurfaceSides side) const; void set_rect(const TerrainSurfaceSides side, const Rect2 &rect); Ref get_library() const; void set_library(Ref library); Vector2 transform_uv(const TerrainSurfaceSides p_side, const Vector2 &p_uv) const; Vector2 transform_uv_scaled(const TerrainSurfaceSides p_side, const Vector2 &p_uv, const int p_current_x, const int p_current_y, const int p_max) const; virtual void refresh_rects(); TerrainSurface(); ~TerrainSurface(); protected: static void _bind_methods(); TerrainLibrary *_library; int _id; int _mesher_index; bool _transparent; bool _liquid; Rect2 _rects[TERRAIN_SIDES_COUNT]; }; VARIANT_ENUM_CAST(TerrainSurface::TerrainSurfaceSides); #endif