#ifndef VOXEL_SURFACE_DEFINITION_H #define VOXEL_SURFACE_DEFINITION_H #include "core/color.h" #include "core/resource.h" #include "core/vector.h" #include "scene/resources/material.h" #include "voxelman_library.h" class VoxelmanLibrary; class VoxelSurface : public Resource { GDCLASS(VoxelSurface, Resource) public: int get_id() { return _id; } void set_id(int value) { _id = value; } Color get_voxel_color() { return _voxel_color; } void set_voxel_color(Color value) { _voxel_color = value; } int get_atlas_texture_id() { return _atlas_texture_id; } void set_atlas_texture_id(int value) { _atlas_texture_id = value; } bool has_face_color() { return false; } int get_mesh_id() { return _mesh_id; } void set_mesh_id(int value) { _mesh_id = value; } Vector3 get_mesh_offset() { return _mesh_offset; } void set_mesh_offset(Vector3 value) { _mesh_offset = value; } int get_prefab_id() { return _prefab_id; } void set_prefab_id(int value) { _prefab_id = value; } Vector3 get_prefab_offset() { return _prefab_offset; } void set_prefab_offset(Vector3 value) { _prefab_offset = value; } Vector3 get_prefab_rotation() { return _prefab_rotation; } void set_prefab_rotation(Vector3 value) { _prefab_rotation = value; } bool get_light() { return _light; } void set_light(bool value) { _light = value; } float get_light_strength() { return _light_strength; } void set_light_strength(float value) { _light_strength = value; } Color get_light_color() { return _light_color; } void set_light_color(Color value) { _light_color = value; } Vector3 get_light_offset() { return _light_offset; } void set_light_offset(Vector3 value) { _light_offset = value; } void set_transparent(bool t = true); bool is_transparent() const { return _is_transparent; } void set_voxel_name(String name); String get_voxel_name() const { return _name; } void set_library(Ref lib); Ref get_library(); VoxelSurface(); VoxelSurface(int id); ~VoxelSurface(); protected: static void _bind_methods(); private: VoxelmanLibrary *_library; 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; bool _is_transparent; }; #endif