#ifndef VOXEL_TYPE_H #define VOXEL_TYPE_H #include #include "cube_tables.h" class VoxelLibrary; // Definition of one type of voxel. // A voxel can be a simple coloured cube, or a more complex model. // Important: it is recommended that you create voxels from a library rather than using new(). class Voxel : public Resource { GDCLASS(Voxel, Resource) public: enum ChannelMode { // For mapping to a Voxel type CHANNEL_TYPE = 0, // Distance to surface for smooth voxels CHANNEL_ISOLEVEL, // Arbitrary data not used by the module CHANNEL_DATA }; Voxel(); // Properties Ref set_voxel_name(String name); _FORCE_INLINE_ String get_voxel_name() const { return _name; } Ref set_id(int id); _FORCE_INLINE_ int get_id() const { return _id; } Ref set_color(Color color); _FORCE_INLINE_ Color get_color() const { return _color; } Ref set_material_id(unsigned int id); _FORCE_INLINE_ unsigned int get_material_id() const { return _material_id; } Ref set_transparent(bool t = true); _FORCE_INLINE_ bool is_transparent() const { return _is_transparent; } //------------------------------------------- // Built-in geometry generators enum GeometryType { GEOMETRY_NONE = 0, GEOMETRY_CUBE = 1, GEOMETRY_MAX }; void set_geometry_type(GeometryType type); GeometryType get_geometry_type() const; // Getters for native usage only const PoolVector &get_model_positions() const { return _model_positions; } const PoolVector &get_model_normals() const { return _model_normals; } const PoolVector &get_model_uv() const { return _model_uvs; } const PoolVector &get_model_indices() const { return _model_indices; } const PoolVector &get_model_side_positions(unsigned int side) const { return _model_side_positions[side]; } const PoolVector &get_model_side_uv(unsigned int side) const { return _model_side_uvs[side]; } const PoolVector &get_model_side_indices(unsigned int side) const { return _model_side_indices[side]; } void set_library(Ref lib); protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; void set_cube_uv_side(int side, Vector2 tile_pos); void update_cube_uv_sides(); VoxelLibrary *get_library() const; static void _bind_methods(); Ref set_cube_geometry(float sy = 1); //Ref set_xquad_geometry(Vector2 atlas_pos); private: ObjectID _library; // Identifiers int _id; String _name; // Properties int _material_id; bool _is_transparent; Color _color; GeometryType _geometry_type; float _cube_geometry_padding_y; Vector2 _cube_tiles[Cube::SIDE_COUNT]; // Model PoolVector _model_positions; PoolVector _model_normals; PoolVector _model_uvs; PoolVector _model_indices; // Model sides: // They are separated because this way we can occlude them easily. // Due to these defining cube side triangles, normals are known already. PoolVector _model_side_positions[Cube::SIDE_COUNT]; PoolVector _model_side_uvs[Cube::SIDE_COUNT]; PoolVector _model_side_indices[Cube::SIDE_COUNT]; // TODO Child voxel types? }; VARIANT_ENUM_CAST(Voxel::ChannelMode) VARIANT_ENUM_CAST(Voxel::GeometryType) #endif // VOXEL_TYPE_H