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https://github.com/Relintai/voxelman.git
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104 lines
3.4 KiB
C++
104 lines
3.4 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#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 PackedScene;
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class VoxelmanLibrary : public Resource {
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GDCLASS(VoxelmanLibrary, Resource)
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public:
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enum {
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MATERIAL_INDEX_VOXELS = 0,
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MATERIAL_INDEX_LIQUID = 1,
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};
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public:
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Ref<Material> get_material(const int index);
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void add_material(const Ref<Material> &value);
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void set_material(const int index, const Ref<Material> &value);
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void remove_material(const int index);
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int get_num_materials() const;
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void clear_materials();
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Vector<Variant> get_materials();
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void set_materials(const Vector<Variant> &materials);
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Ref<Material> get_liquid_material(const int index);
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void add_liquid_material(const Ref<Material> &value);
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void set_liquid_material(const int index, const Ref<Material> &value);
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void remove_liquid_material(const int index);
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int get_num_liquid_materials() const;
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void clear_liquid_materials();
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Vector<Variant> get_liquid_materials();
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void set_liquid_materials(const Vector<Variant> &materials);
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virtual Ref<VoxelSurface> get_voxel_surface(const int index);
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virtual void add_voxel_surface(Ref<VoxelSurface> value);
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virtual void set_voxel_surface(const int index, Ref<VoxelSurface> value);
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virtual void remove_surface(const int index);
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virtual int get_num_surfaces() const;
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virtual void clear_surfaces();
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virtual Ref<VoxelSurface> get_liquid_surface(const int index);
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virtual void add_liquid_surface(Ref<VoxelSurface> value);
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virtual void set_liquid_surface(const int index, Ref<VoxelSurface> value);
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virtual void remove_liquid_surface(const int index);
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virtual int get_num_liquid_surfaces() const;
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virtual void clear_liquid_surfaces();
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virtual Ref<PackedScene> get_prop(const int id);
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virtual void add_prop(Ref<PackedScene> value);
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virtual void set_prop(const int id, Ref<PackedScene> value);
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virtual void remove_prop(const int id);
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virtual int get_num_props() const;
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virtual void clear_props();
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virtual void refresh_rects();
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void setup_material_albedo(int material_index, Ref<Texture> texture);
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VoxelmanLibrary();
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~VoxelmanLibrary();
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protected:
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static void _bind_methods();
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private:
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Vector<Ref<Material> > _materials;
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Vector<Ref<Material> > _liquid_materials;
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Vector<Ref<Material> > _clutter_materials;
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};
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#endif // VOXEL_LIBRARY_H
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