/* Copyright (c) 2019-2020 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef VOXELMAN_LIBRARY_H #define VOXELMAN_LIBRARY_H #include "core/math/rect2.h" #include "core/resource.h" #include "scene/resources/material.h" #include "../data/voxel_light.h" #include "voxel_surface.h" #include "../defines.h" #if GODOT4 #define Texture Texture2D #endif class VoxelSurface; class VoxelMesher; class PackedScene; #ifdef PROPS_PRESENT class PropData; #endif class VoxelmanLibrary : public Resource { GDCLASS(VoxelmanLibrary, Resource) public: enum { MATERIAL_INDEX_VOXELS = 0, MATERIAL_INDEX_LIQUID = 1, MATERIAL_INDEX_PROP = 2, }; public: bool get_initialized() const; void set_initialized(const bool value); Ref get_material(const int index); void add_material(const Ref &value); void set_material(const int index, const Ref &value); void remove_material(const int index); int get_num_materials() const; void clear_materials(); Vector get_materials(); void set_materials(const Vector &materials); Ref get_liquid_material(const int index); void add_liquid_material(const Ref &value); void set_liquid_material(const int index, const Ref &value); void remove_liquid_material(const int index); int get_num_liquid_materials() const; void clear_liquid_materials(); Vector get_liquid_materials(); void set_liquid_materials(const Vector &materials); Ref get_prop_material(const int index); void add_prop_material(const Ref &value); void set_prop_material(const int index, const Ref &value); void remove_prop_material(const int index); int get_num_prop_materials() const; void clear_prop_materials(); Vector get_prop_materials(); void set_prop_materials(const Vector &materials); virtual Ref get_voxel_surface(const int index); virtual void add_voxel_surface(Ref value); virtual void set_voxel_surface(const int index, Ref value); virtual void remove_surface(const int index); virtual int get_num_surfaces() const; virtual void clear_surfaces(); virtual Ref get_scene(const int id); virtual void add_scene(Ref value); virtual void set_scene(const int id, Ref value); virtual void remove_scene(const int id); virtual int get_num_scenes() const; virtual void clear_scenes(); #ifdef PROPS_PRESENT virtual Ref get_prop(const int id); virtual void add_prop(Ref value); virtual bool has_prop(const Ref &value) const; virtual void set_prop(const int id, Ref value); virtual void remove_prop(const int id); virtual int get_num_props() const; virtual void clear_props(); virtual Rect2 get_prop_uv_rect(const Ref &texture); #endif virtual void refresh_rects(); void setup_material_albedo(int material_index, Ref texture); VoxelmanLibrary(); ~VoxelmanLibrary(); protected: static void _bind_methods(); private: bool _initialized; Vector> _materials; Vector> _liquid_materials; Vector> _prop_materials; }; #endif // VOXEL_LIBRARY_H