voxelman/library/voxelman_library.h

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#ifndef VOXELMAN_LIBRARY_H
#define VOXELMAN_LIBRARY_H
#include "core/resource.h"
#include "scene/resources/material.h"
#include "../data/voxel_light.h"
#include "voxel_surface.h"
class VoxelSurface;
class VoxelMesher;
class VoxelmanLibrary : public Resource {
GDCLASS(VoxelmanLibrary, Resource)
public:
Ref<Material> get_material() const;
void set_material(Ref<Material> mat);
Ref<Material> get_prop_material() const;
void set_prop_material(Ref<Material> mat);
Ref<Material> get_liquid_material() const;
void set_liquid_material(Ref<Material> mat);
Ref<Material> get_clutter_material() const;
void set_clutter_material(Ref<Material> mat);
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virtual Ref<VoxelSurface> get_voxel_surface(int index) const;
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virtual void add_voxel_surface(Ref<VoxelSurface> value);
virtual void set_voxel_surface(int index, Ref<VoxelSurface> value);
virtual void remove_surface(int index);
virtual int get_num_surfaces();
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virtual void clear_surfaces();
virtual Ref<VoxelSurface> get_liquid_voxel_surface(int index) const;
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virtual void add_liquid_voxel_surface(Ref<VoxelSurface> value);
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virtual void set_liquid_voxel_surface(int index, Ref<VoxelSurface> value);
virtual void remove_liquid_surface(int index);
virtual int get_liquid_num_surfaces();
virtual void clear_liquid_surfaces();
virtual void refresh_rects();
VoxelmanLibrary();
~VoxelmanLibrary();
protected:
static void _bind_methods();
private:
Ref<Material> _material;
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Ref<Material> _prop_material;
Ref<Material> _liquid_material;
Ref<Material> _clutter_material;
};
#endif // VOXEL_LIBRARY_H