mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
Cleaned up VoxelSurface a bit.
This commit is contained in:
parent
b5bdecf95a
commit
7b99cff1dd
@ -1,100 +1,191 @@
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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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int VoxelSurface::get_id() const {
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return _id;
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}
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void VoxelSurface::set_id(int value) {
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_id = value;
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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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Color VoxelSurface::get_voxel_color() const {
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return _voxel_color;
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}
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void VoxelSurface::set_voxel_color(Color value) {
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_voxel_color = value;
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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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int VoxelSurface::get_atlas_texture_id() const {
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return _atlas_texture_id;
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}
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void VoxelSurface::set_atlas_texture_id(int value) {
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_atlas_texture_id = value;
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}
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bool VoxelSurface::has_face_color() const {
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return false;
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}
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int VoxelSurface::get_mesh_id() const {
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return _mesh_id;
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}
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void VoxelSurface::set_mesh_id(int value) {
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_mesh_id = value;
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}
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Vector3 VoxelSurface::get_mesh_offset() const {
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return _mesh_offset;
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}
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void VoxelSurface::set_mesh_offset(Vector3 value) {
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_mesh_offset = value;
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}
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int VoxelSurface::get_prefab_id() const {
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return _prefab_id;
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}
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void VoxelSurface::set_prefab_id(int value) {
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_prefab_id = value;
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}
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Vector3 VoxelSurface::get_prefab_offset() const {
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return _prefab_offset;
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}
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void VoxelSurface::set_prefab_offset(Vector3 value) {
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_prefab_offset = value;
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}
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Vector3 VoxelSurface::get_prefab_rotation() const {
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return _prefab_rotation;
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}
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void VoxelSurface::set_prefab_rotation(Vector3 value) {
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_prefab_rotation = value;
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}
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bool VoxelSurface::get_light() const {
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return _light;
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}
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void VoxelSurface::set_light(bool value) {
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_light = value;
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}
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float VoxelSurface::get_light_strength() const {
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return _light_strength;
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}
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void VoxelSurface::set_light_strength(float value) {
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_light_strength = value;
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}
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Color VoxelSurface::get_light_color() const {
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return _light_color;
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}
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void VoxelSurface::set_light_color(Color value) {
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_light_color = value;
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}
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Vector3 VoxelSurface::get_light_offset() const {
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return _light_offset;
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}
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void VoxelSurface::set_light_offset(Vector3 value) {
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_light_offset = value;
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}
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bool VoxelSurface::is_transparent() const {
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return _is_transparent;
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}
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void VoxelSurface::set_transparent(bool transparent) {
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_is_transparent = transparent;
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}
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String VoxelSurface::get_voxel_name() const {
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return _name;
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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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_name = name;
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}
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Ref<VoxelmanLibrary> VoxelSurface::get_library() const {
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return Ref<VoxelmanLibrary>(_library);
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}
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void VoxelSurface::set_library(Ref<VoxelmanLibrary> library) {
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_library = library;
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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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_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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_id = id;
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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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_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() {
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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_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_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_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_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_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_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_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_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"), &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_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_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("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_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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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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@ -14,55 +14,53 @@ class VoxelSurface : public Resource {
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GDCLASS(VoxelSurface, Resource)
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public:
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int get_id() { return _id; }
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void set_id(int value) { _id = value; }
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int get_id() const;
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void set_id(int value);
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Color get_voxel_color() { return _voxel_color; }
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void set_voxel_color(Color value) { _voxel_color = value; }
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Color get_voxel_color() const;
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void set_voxel_color(Color value);
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int get_atlas_texture_id() { return _atlas_texture_id; }
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void set_atlas_texture_id(int value) { _atlas_texture_id = value; }
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int get_atlas_texture_id() const;
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void set_atlas_texture_id(int value);
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bool has_face_color() {
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return false;
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}
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bool has_face_color() const;
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int get_mesh_id() { return _mesh_id; }
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void set_mesh_id(int value) { _mesh_id = value; }
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int get_mesh_id() const;
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void set_mesh_id(int value);
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Vector3 get_mesh_offset() { return _mesh_offset; }
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void set_mesh_offset(Vector3 value) { _mesh_offset = value; }
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Vector3 get_mesh_offset() const;
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void set_mesh_offset(Vector3 value);
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int get_prefab_id() { return _prefab_id; }
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void set_prefab_id(int value) { _prefab_id = value; }
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int get_prefab_id() const;
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void set_prefab_id(int value);
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Vector3 get_prefab_offset() { return _prefab_offset; }
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void set_prefab_offset(Vector3 value) { _prefab_offset = value; }
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Vector3 get_prefab_offset() const;
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void set_prefab_offset(Vector3 value);
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Vector3 get_prefab_rotation() { return _prefab_rotation; }
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void set_prefab_rotation(Vector3 value) { _prefab_rotation = value; }
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Vector3 get_prefab_rotation()const;
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void set_prefab_rotation(Vector3 value);
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bool get_light() { return _light; }
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void set_light(bool value) { _light = value; }
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bool get_light() const;
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void set_light(bool value);
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float get_light_strength() { return _light_strength; }
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void set_light_strength(float value) { _light_strength = value; }
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float get_light_strength() const;
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void set_light_strength(float value);
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Color get_light_color() { return _light_color; }
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void set_light_color(Color value) { _light_color = value; }
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Color get_light_color() const;
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void set_light_color(Color value);
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Vector3 get_light_offset() { return _light_offset; }
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void set_light_offset(Vector3 value) { _light_offset = value; }
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void set_transparent(bool t = true);
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bool is_transparent() const { return _is_transparent; }
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Vector3 get_light_offset() const;
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void set_light_offset(Vector3 value);
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bool is_transparent() const;
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void set_transparent(bool transparent);
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String get_voxel_name() const;
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void set_voxel_name(String name);
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String get_voxel_name() const { return _name; }
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void set_library(Ref<VoxelmanLibrary> lib);
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Ref<VoxelmanLibrary> get_library();
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Ref<VoxelmanLibrary> get_library() const;
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void set_library(Ref<VoxelmanLibrary> library);
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VoxelSurface();
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VoxelSurface(int id);
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~VoxelSurface();
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@ -71,7 +69,7 @@ protected:
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static void _bind_methods();
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private:
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VoxelmanLibrary *_library;
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Ref<VoxelmanLibrary> _library;
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int _id;
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String _name;
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