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124 lines
2.3 KiB
C++
124 lines
2.3 KiB
C++
#ifndef VOXEL_SURFACE_DEFINITION_H
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#define VOXEL_SURFACE_DEFINITION_H
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#include "core/color.h"
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#include "core/resource.h"
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#include "core/vector.h"
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#include "scene/resources/material.h"
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#include "voxelman_library.h"
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class VoxelmanLibrary;
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class VoxelSurface : public Resource {
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GDCLASS(VoxelSurface, Resource)
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public:
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/*
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_____
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/_____/I
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I I I <- BACK
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I F I I
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I_____I/
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I y
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I I
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O----- x I B
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/ I F I /
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/ z+ I ---I/
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*/
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enum VoxelSurfaceSides {
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VOXEL_SIDE_TOP = 1 << 0,
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VOXEL_SIDE_BOTTOM = 1 << 1,
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VOXEL_SIDE_LEFT = 1 << 2,
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VOXEL_SIDE_FRONT = 1 << 3,
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VOXEL_SIDE_RIGHT = 1 << 4,
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VOXEL_SIDE_BACK = 1 << 5,
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VOXEL_SIDES_COUNT = 6,
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};
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int get_id() const;
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void set_id(int value);
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Color get_voxel_color() const;
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void set_voxel_color(Color value);
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int get_atlas_texture_id() const;
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void set_atlas_texture_id(int value);
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bool has_face_color() const;
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int get_mesh_id() const;
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void set_mesh_id(int value);
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Vector3 get_mesh_offset() const;
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void set_mesh_offset(Vector3 value);
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int get_prefab_id() const;
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void set_prefab_id(int value);
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Vector3 get_prefab_offset() const;
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void set_prefab_offset(Vector3 value);
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Vector3 get_prefab_rotation()const;
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void set_prefab_rotation(Vector3 value);
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bool get_light() const;
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void set_light(bool value);
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float get_light_strength() const;
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void set_light_strength(float value);
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Color get_light_color() const;
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void set_light_color(Color value);
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Vector3 get_light_offset() const;
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void set_light_offset(Vector3 value);
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bool is_transparent() const;
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void set_transparent(bool transparent);
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String get_voxel_name() const;
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void set_voxel_name(String name);
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Ref<VoxelmanLibrary> get_library() const;
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void set_library(Ref<VoxelmanLibrary> library);
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VoxelSurface();
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VoxelSurface(int id);
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~VoxelSurface();
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protected:
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static void _bind_methods();
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private:
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Ref<VoxelmanLibrary> _library;
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int _id;
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String _name;
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Color _voxel_color;
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int _atlas_texture_id;
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//These should probably be in a separate data class, which isn't going to be limited to 256 entries.
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int _mesh_id;
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Vector3 _mesh_offset;
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int _prefab_id;
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Vector3 _prefab_offset;
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Vector3 _prefab_rotation;
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bool _light;
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float _light_strength;
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Color _light_color;
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Vector3 _light_offset;
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bool _is_transparent;
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};
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VARIANT_ENUM_CAST(VoxelSurface::VoxelSurfaceSides);
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#endif
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