Started cleaning up VoxelSurface.

This commit is contained in:
Relintai 2019-08-11 15:29:32 +02:00
parent 78581077f7
commit 9ae53b157c
2 changed files with 34 additions and 178 deletions

View File

@ -7,85 +7,18 @@ void VoxelSurface::set_id(int value) {
_id = value;
}
Color VoxelSurface::get_voxel_color() const {
return _voxel_color;
int VoxelSurface::get_atlas_x() const {
return _atlas_x;
}
void VoxelSurface::set_voxel_color(Color value) {
_voxel_color = value;
void VoxelSurface::set_atlas_x(int value) {
_atlas_x = value;
}
int VoxelSurface::get_atlas_texture_id() const {
return _atlas_texture_id;
int VoxelSurface::get_atlas_y() const {
return _atlas_y;
}
void VoxelSurface::set_atlas_texture_id(int value) {
_atlas_texture_id = value;
}
bool VoxelSurface::has_face_color() const {
return false;
}
int VoxelSurface::get_mesh_id() const {
return _mesh_id;
}
void VoxelSurface::set_mesh_id(int value) {
_mesh_id = value;
}
Vector3 VoxelSurface::get_mesh_offset() const {
return _mesh_offset;
}
void VoxelSurface::set_mesh_offset(Vector3 value) {
_mesh_offset = value;
}
int VoxelSurface::get_prefab_id() const {
return _prefab_id;
}
void VoxelSurface::set_prefab_id(int value) {
_prefab_id = value;
}
Vector3 VoxelSurface::get_prefab_offset() const {
return _prefab_offset;
}
void VoxelSurface::set_prefab_offset(Vector3 value) {
_prefab_offset = value;
}
Vector3 VoxelSurface::get_prefab_rotation() const {
return _prefab_rotation;
}
void VoxelSurface::set_prefab_rotation(Vector3 value) {
_prefab_rotation = value;
}
bool VoxelSurface::get_light() const {
return _light;
}
void VoxelSurface::set_light(bool value) {
_light = value;
}
float VoxelSurface::get_light_strength() const {
return _light_strength;
}
void VoxelSurface::set_light_strength(float value) {
_light_strength = value;
}
Color VoxelSurface::get_light_color() const {
return _light_color;
}
void VoxelSurface::set_light_color(Color value) {
_light_color = value;
}
Vector3 VoxelSurface::get_light_offset() const {
return _light_offset;
}
void VoxelSurface::set_light_offset(Vector3 value) {
_light_offset = value;
void VoxelSurface::set_atlas_y(int value) {
_atlas_y = value;
}
bool VoxelSurface::is_transparent() const {
@ -111,25 +44,25 @@ void VoxelSurface::set_library(Ref<VoxelmanLibrary> library) {
}
VoxelSurface::VoxelSurface() {
_id = -1;
_atlas_texture_id = 0;
_mesh_id = 0;
_prefab_id = 0;
_light = false;
_light_strength = 0;
_id = 0;
_atlas_x = 0;
_atlas_y = 0;
_is_transparent = false;
}
VoxelSurface::VoxelSurface(int id) {
_id = id;
_atlas_texture_id = 0;
_id = id;
_mesh_id = 0;
_prefab_id = 0;
_light = false;
_light_strength = 0;
_atlas_x = 0;
_atlas_y = 0;
_is_transparent = false;
}
VoxelSurface::~VoxelSurface() {
_library.unref();
}
void VoxelSurface::_bind_methods() {
@ -137,51 +70,16 @@ void VoxelSurface::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_id", "value"), &VoxelSurface::set_id);
ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id");
ClassDB::bind_method(D_METHOD("get_voxel_color"), &VoxelSurface::get_voxel_color);
ClassDB::bind_method(D_METHOD("set_voxel_color", "value"), &VoxelSurface::set_voxel_color);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_voxel_color", "get_voxel_color");
//create an array
ClassDB::bind_method(D_METHOD("get_atlas_x"), &VoxelSurface::get_atlas_x);
ClassDB::bind_method(D_METHOD("set_atlas_x", "value"), &VoxelSurface::set_atlas_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "atlas_x"), "set_atlas_x", "get_atlas_x");
ClassDB::bind_method(D_METHOD("get_atlas_texture_id"), &VoxelSurface::get_atlas_texture_id);
ClassDB::bind_method(D_METHOD("set_atlas_texture_id", "value"), &VoxelSurface::set_atlas_texture_id);
ADD_PROPERTY(PropertyInfo(Variant::INT, "atlas_texture_id"), "set_atlas_texture_id", "get_atlas_texture_id");
ClassDB::bind_method(D_METHOD("get_atlas_y"), &VoxelSurface::get_atlas_y);
ClassDB::bind_method(D_METHOD("set_atlas_y", "value"), &VoxelSurface::set_atlas_y);
ADD_PROPERTY(PropertyInfo(Variant::INT, "atlas_y"), "set_atlas_y", "get_atlas_y");
ClassDB::bind_method(D_METHOD("get_mesh_id"), &VoxelSurface::get_mesh_id);
ClassDB::bind_method(D_METHOD("set_mesh_id", "value"), &VoxelSurface::set_mesh_id);
ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh_id"), "set_mesh_id", "get_mesh_id");
ClassDB::bind_method(D_METHOD("get_mesh_offset"), &VoxelSurface::get_mesh_offset);
ClassDB::bind_method(D_METHOD("set_mesh_offset", "value"), &VoxelSurface::set_mesh_offset);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "mesh_offset"), "set_mesh_offset", "get_mesh_offset");
ClassDB::bind_method(D_METHOD("get_prefab_id"), &VoxelSurface::get_prefab_id);
ClassDB::bind_method(D_METHOD("set_prefab_id", "value"), &VoxelSurface::set_prefab_id);
ADD_PROPERTY(PropertyInfo(Variant::INT, "prefab_id"), "set_prefab_id", "get_prefab_id");
ClassDB::bind_method(D_METHOD("get_prefab_offset"), &VoxelSurface::get_prefab_offset);
ClassDB::bind_method(D_METHOD("set_prefab_offset", "value"), &VoxelSurface::set_prefab_offset);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "prefab_offset"), "set_prefab_offset", "get_prefab_offset");
ClassDB::bind_method(D_METHOD("get_prefab_rotation"), &VoxelSurface::get_prefab_rotation);
ClassDB::bind_method(D_METHOD("set_prefab_rotation", "value"), &VoxelSurface::set_prefab_rotation);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "prefab_rotation"), "set_prefab_rotation", "get_prefab_rotation");
ClassDB::bind_method(D_METHOD("get_light"), &VoxelSurface::get_light);
ClassDB::bind_method(D_METHOD("set_light", "value"), &VoxelSurface::set_light);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "has_light"), "set_prefab_id", "get_light");
ClassDB::bind_method(D_METHOD("get_light_strength"), &VoxelSurface::get_light_strength);
ClassDB::bind_method(D_METHOD("set_light_strength", "value"), &VoxelSurface::set_light_strength);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_strength"), "set_light_strength", "get_light_strength");
ClassDB::bind_method(D_METHOD("get_light_color"), &VoxelSurface::get_light_color);
ClassDB::bind_method(D_METHOD("set_light_color", "value"), &VoxelSurface::set_light_color);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_light_color", "get_light_color");
ClassDB::bind_method(D_METHOD("get_light_offset"), &VoxelSurface::get_light_offset);
ClassDB::bind_method(D_METHOD("set_light_offset", "value"), &VoxelSurface::set_light_offset);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "light_offset"), "set_light_offset", "get_light_offset");
ClassDB::bind_method(D_METHOD("set_transparent", "transparent"), &VoxelSurface::set_transparent, DEFVAL(true));
ClassDB::bind_method(D_METHOD("set_transparent", "transparent"), &VoxelSurface::set_transparent, DEFVAL(false));
ClassDB::bind_method(D_METHOD("is_transparent"), &VoxelSurface::is_transparent);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent"), "set_transparent", "is_transparent");

View File

@ -43,40 +43,11 @@ public:
int get_id() const;
void set_id(int value);
Color get_voxel_color() const;
void set_voxel_color(Color value);
int get_atlas_x() const;
void set_atlas_x(int value);
int get_atlas_texture_id() const;
void set_atlas_texture_id(int value);
bool has_face_color() const;
int get_mesh_id() const;
void set_mesh_id(int value);
Vector3 get_mesh_offset() const;
void set_mesh_offset(Vector3 value);
int get_prefab_id() const;
void set_prefab_id(int value);
Vector3 get_prefab_offset() const;
void set_prefab_offset(Vector3 value);
Vector3 get_prefab_rotation()const;
void set_prefab_rotation(Vector3 value);
bool get_light() const;
void set_light(bool value);
float get_light_strength() const;
void set_light_strength(float value);
Color get_light_color() const;
void set_light_color(Color value);
Vector3 get_light_offset() const;
void set_light_offset(Vector3 value);
int get_atlas_y() const;
void set_atlas_y(int value);
bool is_transparent() const;
void set_transparent(bool transparent);
@ -99,21 +70,8 @@ private:
int _id;
String _name;
Color _voxel_color;
int _atlas_texture_id;
//These should probably be in a separate data class, which isn't going to be limited to 256 entries.
int _mesh_id;
Vector3 _mesh_offset;
int _prefab_id;
Vector3 _prefab_offset;
Vector3 _prefab_rotation;
bool _light;
float _light_strength;
Color _light_color;
Vector3 _light_offset;
int _atlas_x;
int _atlas_y;
bool _is_transparent;
};