voxelman/world/voxel_chunk_prop_data.h

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#ifndef VOXEL_CHUNK_PROP_DATA_H
#define VOXEL_CHUNK_PROP_DATA_H
#include "core/reference.h"
#include "core/math/vector3.h"
#include "scene/resources/texture.h"
#include "scene/resources/packed_scene.h"
#include "../props/voxelman_prop.h"
#include "../props/voxelman_prop_light.h"
#include "../../entity_spell_system/meshes/mesh_data_resource.h"
class VoxelChunkPropData : public Reference {
GDCLASS(VoxelChunkPropData, Reference);
public:
int get_x();
void set_x(int value);
int get_y();
void set_y(int value);
int get_z();
void set_z(int value);
Vector3 get_rotation();
void set_rotation(Vector3 value);
Vector3 get_scale();
void set_scale(Vector3 value);
bool get_snap_to_mesh();
void set_snap_to_mesh(bool value);
Vector3 get_snap_axis();
void set_snap_axis(Vector3 value);
Ref<MeshDataResource> get_mesh() const;
void set_mesh(const Ref<MeshDataResource> value);
Ref<Texture> get_mesh_texture() const;
void set_mesh_texture(const Ref<Texture> value);
Ref<VoxelmanPropLight> get_light() const;
void set_light(const Ref<VoxelmanPropLight> value);
Ref<VoxelmanProp> get_prop() const;
void set_prop(const Ref<VoxelmanProp> value);
Ref<PackedScene> get_scene() const;
void set_scene(const Ref<PackedScene> value);
VoxelChunkPropData();
~VoxelChunkPropData();
protected:
static void _bind_methods();
private:
int _x;
int _y;
int _z;
Vector3 _rotation;
Vector3 _scale;
bool _snap_to_mesh;
Vector3 _snap_axis;
Ref<MeshDataResource> _mesh;
Ref<Texture> _texture;
Ref<VoxelmanPropLight> _light;
Ref<VoxelmanProp> _prop;
Ref<PackedScene> _scene;
};
#endif