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108 lines
3.7 KiB
C++
108 lines
3.7 KiB
C++
#ifndef TERRAIN_SURFACE_H
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#define TERRAIN_SURFACE_H
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/*************************************************************************/
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/* terrain_surface.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/containers/vector.h"
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#include "core/math/color.h"
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#include "core/object/resource.h"
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#include "core/math/rect2.h"
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#include "scene/resources/material/material.h"
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#include "terrain_library.h"
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class TerrainLibrary;
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class TerrainSurface : public Resource {
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GDCLASS(TerrainSurface, Resource)
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public:
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/*
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_____
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/_____/I
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I I I <- BACK
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I F I I
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I_____I/
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I y
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I I
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O----- x I B
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/ I F I /
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/ z+ I ---I/
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*/
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enum TerrainSurfaceSides {
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TERRAIN_SIDE_TOP = 0,
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TERRAIN_SIDE_BOTTOM = 1,
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TERRAIN_SIDE_SIDE = 2,
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};
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enum {
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TERRAIN_SIDES_COUNT = 3,
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TERRAIN_SIDES_ARRAY_SIZE = TERRAIN_SIDES_COUNT * 2,
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};
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int get_id() const;
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void set_id(const int value);
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Rect2 get_rect(const TerrainSurfaceSides side) const;
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void set_rect(const TerrainSurfaceSides side, const Rect2 &rect);
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Ref<TerrainLibrary> get_library() const;
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void set_library(Ref<TerrainLibrary> library);
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Vector2 transform_uv(const TerrainSurfaceSides p_side, const Vector2 &p_uv) const;
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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;
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virtual void refresh_rects();
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TerrainSurface();
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~TerrainSurface();
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protected:
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static void _bind_methods();
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TerrainLibrary *_library;
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int _id;
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int _mesher_index;
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bool _transparent;
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bool _liquid;
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Rect2 _rects[TERRAIN_SIDES_COUNT];
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};
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VARIANT_ENUM_CAST(TerrainSurface::TerrainSurfaceSides);
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#endif
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