#ifndef VOXEL_SURFACE_H #define VOXEL_SURFACE_H #include "core/resource.h" #include "core/color.h" #include "core/math/rect2.h" #include "core/vector.h" #include "scene/resources/material.h" #include "voxelman_library.h" #include "../clutter/ground_clutter.h" class VoxelmanLibrary; class GroundClutter; class VoxelSurface : public Resource { GDCLASS(VoxelSurface, Resource) public: /* _____ /_____/I I I I <- BACK I F I I I_____I/ I y I I O----- x I B / I F I / / z+ I ---I/ */ enum VoxelSurfaceSides { VOXEL_SIDE_TOP = 0, VOXEL_SIDE_BOTTOM = 1, VOXEL_SIDE_SIDE = 2, }; enum { VOXEL_SIDES_COUNT = 3, VOXEL_SIDES_ARRAY_SIZE = VOXEL_SIDES_COUNT * 2, }; int get_id() const; void set_id(const int value); bool is_transparent() const; void set_transparent(const bool transparent); Rect2 get_rect(const VoxelSurfaceSides side) const; void set_rect(const VoxelSurfaceSides side, const Rect2 rect); Ref get_clutter(); void set_clutter(Ref clutter); Ref get_library() const; void set_library(Ref library); Vector2 transform_uv(const VoxelSurfaceSides side, const Vector2 uv) const; virtual void refresh_rects(); VoxelSurface(); ~VoxelSurface(); protected: static void _bind_methods(); VoxelmanLibrary *_library; int _id; bool _is_transparent; Rect2 _rects[VOXEL_SIDES_COUNT]; Ref _clutter; }; VARIANT_ENUM_CAST(VoxelSurface::VoxelSurfaceSides); #endif