pandemonium_engine/modules/terraman/library/terrain_surface.h

108 lines
3.7 KiB
C++

#ifndef TERRAIN_SURFACE_H
#define TERRAIN_SURFACE_H
/*************************************************************************/
/* terrain_surface.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/containers/vector.h"
#include "core/math/color.h"
#include "core/object/resource.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<TerrainLibrary> get_library() const;
void set_library(Ref<TerrainLibrary> 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