#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: enum { MATERIAL_INDEX_VOXELS = 0, MATERIAL_INDEX_PROP = 1, MATERIAL_INDEX_LIQUID = 2, MATERIAL_INDEX_CLUTTER = 3, }; public: Ref get_material() const; void set_material(Ref mat); Ref get_prop_material() const; void set_prop_material(Ref mat); Ref get_liquid_material() const; void set_liquid_material(Ref mat); Ref get_clutter_material() const; void set_clutter_material(Ref mat); virtual Ref get_voxel_surface(int index) const; virtual void add_voxel_surface(Ref value); virtual void set_voxel_surface(int index, Ref value); virtual void remove_surface(int index); virtual int get_num_surfaces(); virtual void clear_surfaces(); virtual Ref get_liquid_voxel_surface(int index) const; virtual void add_liquid_voxel_surface(Ref value); virtual void set_liquid_voxel_surface(int index, Ref value); virtual void remove_liquid_surface(int index); virtual int get_liquid_num_surfaces(); virtual void clear_liquid_surfaces(); virtual void refresh_rects(); void setup_material_albedo(int material_index, Ref texture); VoxelmanLibrary(); ~VoxelmanLibrary(); protected: static void _bind_methods(); private: Ref _material; Ref _prop_material; Ref _liquid_material; Ref _clutter_material; }; #endif // VOXEL_LIBRARY_H