mirror of
https://github.com/Relintai/voxelman.git
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135 lines
3.3 KiB
C++
135 lines
3.3 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 VOXEL_CHUNK_PROP_DATA_H
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#define VOXEL_CHUNK_PROP_DATA_H
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#include "core/math/transform.h"
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#include "core/resource.h"
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#include "scene/main/node.h"
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#include "scene/resources/packed_scene.h"
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#include "../../mesh_data_resource/mesh_data_resource.h"
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#ifdef PROPS_PRESENT
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#include "../../props/props/prop_data.h"
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#include "../../props/props/prop_data_light.h"
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#endif
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#include "scene/resources/texture.h"
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class VoxelChunk;
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class VoxelChunkPropData : public Resource {
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GDCLASS(VoxelChunkPropData, Resource);
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public:
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int get_x() const;
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void set_x(const int value);
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int get_y() const;
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void set_y(const int value);
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int get_z() const;
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void set_z(const int value);
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Vector3 get_rotation() const;
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void set_rotation(const Vector3 &value);
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Vector3 get_scale() const;
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void set_scale(const Vector3 &value);
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bool get_snap_to_mesh() const;
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void set_snap_to_mesh(const bool value);
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Vector3 get_snap_axis() const;
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void set_snap_axis(const Vector3 &value);
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Ref<MeshDataResource> get_mesh();
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void set_mesh(const Ref<MeshDataResource> &value);
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Ref<Texture> get_mesh_texture();
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void set_mesh_texture(const Ref<Texture> &value);
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#ifdef PROPS_PRESENT
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Ref<PropDataLight> get_light();
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void set_light(const Ref<PropDataLight> &value);
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Ref<PropData> get_prop();
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void set_prop(const Ref<PropData> &value);
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#endif
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Ref<PackedScene> get_scene();
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void set_scene(const Ref<PackedScene> &value);
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Ref<VoxelChunk> get_owner();
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void set_owner(const Ref<VoxelChunk> &chunk);
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int get_scene_id() const;
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void set_scene_id(const int id);
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Transform get_transform() const;
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void set_transform(const Transform &value);
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Node *get_spawned_prop() const;
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void set_spawned_prop(Node *value);
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Node *spawn_prop(Node *parent);
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void free_prop();
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void set_translation_for_chunk(const Ref<VoxelChunk> &chunk, const int local_x, const int local_y, const int local_z);
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VoxelChunkPropData();
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~VoxelChunkPropData();
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protected:
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static void _bind_methods();
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private:
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int _id;
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int _x;
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int _y;
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int _z;
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Vector3 _rotation;
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Vector3 _scale;
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Ref<VoxelChunk> _owner;
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int _scene_id;
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Transform _transform;
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Node *_spawned_prop;
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Ref<PackedScene> _scene;
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Ref<MeshDataResource> _mesh;
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Ref<Texture> _texture;
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#ifdef PROPS_PRESENT
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Ref<PropDataLight> _light;
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Ref<PropData> _prop;
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#endif
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};
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#endif
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