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64 lines
1.5 KiB
C++
64 lines
1.5 KiB
C++
#ifndef VOXELMAN_LIBRARY_H
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#define VOXELMAN_LIBRARY_H
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#include "core/resource.h"
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#include "scene/resources/material.h"
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#include "../data/voxel_light.h"
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#include "voxel_surface.h"
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class VoxelSurface;
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class VoxelMesher;
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class VoxelmanLibrary : public Resource {
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GDCLASS(VoxelmanLibrary, Resource)
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public:
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VoxelmanLibrary();
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~VoxelmanLibrary();
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int get_atlas_columns() const { return _atlas_columns; }
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void set_atlas_columns(int s);
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int get_atlas_rows() const { return _atlas_rows; }
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void set_atlas_rows(int s);
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bool get_is_textured() const;
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void set_is_textured(bool s);
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Ref<Material> get_material() const { return _material; }
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void set_material(Ref<Material> mat) { _material = mat; }
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Ref<Material> get_prop_material() const { return _prop_material; }
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void set_prop_material(Ref<Material> mat) { _prop_material = mat; }
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int get_voxel_count() const;
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Ref<VoxelSurface> get_voxel_surface(int index) const;
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void set_voxel_surface(int index, Ref<VoxelSurface> value);
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Vector<Variant> get_voxel_surfaces();
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void set_voxel_surfaces(const Vector<Variant> &effects);
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int get_voxel_types_count();
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_FORCE_INLINE_ bool has_voxel(int id) const { return _voxel_surfaces[id].is_valid(); }
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_FORCE_INLINE_ Ref<VoxelSurface> get_surface(int id) const { return _voxel_surfaces[id]; }
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protected:
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static void _bind_methods();
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private:
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Vector<Ref<VoxelSurface> > _voxel_surfaces;
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Ref<Material> _material;
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Ref<Material> _prop_material;
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//atlas
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int _atlas_columns;
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int _atlas_rows;
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bool _is_textured;
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};
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#endif // VOXEL_LIBRARY_H
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