voxelman/library/voxel_surface.h

98 lines
2.4 KiB
C++

#ifndef VOXEL_SURFACE_DEFINITION_H
#define VOXEL_SURFACE_DEFINITION_H
#include "core/color.h"
#include "core/resource.h"
#include "core/vector.h"
#include "scene/resources/material.h"
#include "voxelman_library.h"
class VoxelmanLibrary;
class VoxelSurface : public Resource {
GDCLASS(VoxelSurface, Resource)
public:
int get_id() { return _id; }
void set_id(int value) { _id = value; }
Color get_voxel_color() { return _voxel_color; }
void set_voxel_color(Color value) { _voxel_color = value; }
int get_atlas_texture_id() { return _atlas_texture_id; }
void set_atlas_texture_id(int value) { _atlas_texture_id = value; }
bool has_face_color() {
return false;
}
int get_mesh_id() { return _mesh_id; }
void set_mesh_id(int value) { _mesh_id = value; }
Vector3 get_mesh_offset() { return _mesh_offset; }
void set_mesh_offset(Vector3 value) { _mesh_offset = value; }
int get_prefab_id() { return _prefab_id; }
void set_prefab_id(int value) { _prefab_id = value; }
Vector3 get_prefab_offset() { return _prefab_offset; }
void set_prefab_offset(Vector3 value) { _prefab_offset = value; }
Vector3 get_prefab_rotation() { return _prefab_rotation; }
void set_prefab_rotation(Vector3 value) { _prefab_rotation = value; }
bool get_light() { return _light; }
void set_light(bool value) { _light = value; }
float get_light_strength() { return _light_strength; }
void set_light_strength(float value) { _light_strength = value; }
Color get_light_color() { return _light_color; }
void set_light_color(Color value) { _light_color = value; }
Vector3 get_light_offset() { return _light_offset; }
void set_light_offset(Vector3 value) { _light_offset = value; }
void set_transparent(bool t = true);
bool is_transparent() const { return _is_transparent; }
void set_voxel_name(String name);
String get_voxel_name() const { return _name; }
void set_library(Ref<VoxelmanLibrary> lib);
Ref<VoxelmanLibrary> get_library();
VoxelSurface();
VoxelSurface(int id);
~VoxelSurface();
protected:
static void _bind_methods();
private:
VoxelmanLibrary *_library;
int _id;
String _name;
Color _voxel_color;
int _atlas_texture_id;
//These should probably be in a separate data class, which isn't going to be limited to 256 entries.
int _mesh_id;
Vector3 _mesh_offset;
int _prefab_id;
Vector3 _prefab_offset;
Vector3 _prefab_rotation;
bool _light;
float _light_strength;
Color _light_color;
Vector3 _light_offset;
bool _is_transparent;
};
#endif