mirror of
https://github.com/Relintai/voxelman.git
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101 lines
4.4 KiB
C++
101 lines
4.4 KiB
C++
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#include "voxel_surface.h"
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void VoxelSurface::set_transparent(bool t) {
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_is_transparent = t;
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}
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void VoxelSurface::set_library(Ref<VoxelmanLibrary> lib) {
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_library = (*lib);
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}
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Ref<VoxelmanLibrary> VoxelSurface::get_library() {
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return Ref<VoxelmanLibrary>(_library);
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}
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void VoxelSurface::set_voxel_name(String name) {
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_name = name;
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}
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VoxelSurface::VoxelSurface() {
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_id = -1;
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_atlas_texture_id = 0;
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_mesh_id = 0;
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_prefab_id = 0;
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_light = false;
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_light_strength = 0;
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}
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VoxelSurface::VoxelSurface(int id) {
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_id = -1;
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_atlas_texture_id = 0;
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_mesh_id = 0;
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_prefab_id = 0;
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_light = false;
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_light_strength = 0;
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_id = id;
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}
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VoxelSurface::~VoxelSurface() {
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}
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void VoxelSurface::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_id"), &VoxelSurface::get_id);
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ClassDB::bind_method(D_METHOD("set_id", "value"), &VoxelSurface::set_id);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id");
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ClassDB::bind_method(D_METHOD("get_voxel_color"), &VoxelSurface::get_voxel_color);
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ClassDB::bind_method(D_METHOD("set_voxel_color", "value"), &VoxelSurface::set_voxel_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_voxel_color", "get_voxel_color");
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ClassDB::bind_method(D_METHOD("get_atlas_texture_id"), &VoxelSurface::get_atlas_texture_id);
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ClassDB::bind_method(D_METHOD("set_atlas_texture_id", "value"), &VoxelSurface::set_atlas_texture_id);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "atlas_texture_id"), "set_atlas_texture_id", "get_atlas_texture_id");
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ClassDB::bind_method(D_METHOD("get_mesh_id"), &VoxelSurface::get_mesh_id);
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ClassDB::bind_method(D_METHOD("set_mesh_id", "value"), &VoxelSurface::set_mesh_id);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh_id"), "set_mesh_id", "get_mesh_id");
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ClassDB::bind_method(D_METHOD("get_mesh_offset"), &VoxelSurface::get_mesh_offset);
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ClassDB::bind_method(D_METHOD("set_mesh_offset", "value"), &VoxelSurface::set_mesh_offset);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "mesh_offset"), "set_mesh_offset", "get_mesh_offset");
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ClassDB::bind_method(D_METHOD("get_prefab_id"), &VoxelSurface::get_prefab_id);
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ClassDB::bind_method(D_METHOD("set_prefab_id", "value"), &VoxelSurface::set_prefab_id);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "prefab_id"), "set_prefab_id", "get_prefab_id");
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ClassDB::bind_method(D_METHOD("get_prefab_offset"), &VoxelSurface::get_prefab_offset);
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ClassDB::bind_method(D_METHOD("set_prefab_offset", "value"), &VoxelSurface::set_prefab_offset);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "prefab_offset"), "set_prefab_offset", "get_prefab_offset");
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ClassDB::bind_method(D_METHOD("get_prefab_rotation"), &VoxelSurface::get_prefab_rotation);
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ClassDB::bind_method(D_METHOD("set_prefab_rotation", "value"), &VoxelSurface::set_prefab_rotation);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "prefab_rotation"), "set_prefab_rotation", "get_prefab_rotation");
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ClassDB::bind_method(D_METHOD("get_light"), &VoxelSurface::get_light);
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ClassDB::bind_method(D_METHOD("set_light", "value"), &VoxelSurface::set_light);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "has_light"), "set_prefab_id", "get_light");
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ClassDB::bind_method(D_METHOD("get_light_strength"), &VoxelSurface::get_light_strength);
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ClassDB::bind_method(D_METHOD("set_light_strength", "value"), &VoxelSurface::set_light_strength);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_strength"), "set_light_strength", "get_light_strength");
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ClassDB::bind_method(D_METHOD("get_light_color"), &VoxelSurface::get_light_color);
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ClassDB::bind_method(D_METHOD("set_light_color", "value"), &VoxelSurface::set_light_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_light_color", "get_light_color");
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ClassDB::bind_method(D_METHOD("get_light_offset"), &VoxelSurface::get_light_offset);
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ClassDB::bind_method(D_METHOD("set_light_offset", "value"), &VoxelSurface::set_light_offset);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "light_offset"), "set_light_offset", "get_light_offset");
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ClassDB::bind_method(D_METHOD("set_transparent", "transparent"), &VoxelSurface::set_transparent, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("is_transparent"), &VoxelSurface::is_transparent);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent"), "set_transparent", "is_transparent");
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ClassDB::bind_method(D_METHOD("set_voxel_name", "name"), &VoxelSurface::set_voxel_name);
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ClassDB::bind_method(D_METHOD("get_voxel_name"), &VoxelSurface::get_voxel_name);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "voxel_name"), "set_name", "get_name");
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}
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