#ifndef VOXEL_TYPE_H #define VOXEL_TYPE_H #include 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 Reference { OBJ_TYPE(Voxel, Reference) public: enum Side { SIDE_LEFT = 0, SIDE_RIGHT, SIDE_BOTTOM, SIDE_TOP, SIDE_BACK, SIDE_FRONT, SIDE_COUNT }; Voxel(); // Properties Ref set_name(String name); _FORCE_INLINE_ String get_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 Ref set_cube_geometry(float sy = 1); Ref set_cube_uv_all_sides(Vector2 atlas_pos); Ref set_cube_uv_tbs_sides(Vector2 top_atlas_pos, Vector2 side_atlas_pos, Vector2 bottom_atlas_pos); //Ref set_xquad_geometry(Vector2 atlas_pos); // Getters for native usage only const DVector & get_model_vertices() const { return _model_vertices; } const DVector & get_model_normals() const { return _model_normals; } const DVector & get_model_uv() const { return _model_uv; } const DVector & get_model_side_vertices(unsigned int side) const { return _model_side_vertices[side]; } const DVector & get_model_side_uv(unsigned int side) const { return _model_side_uv[side]; } void set_library_ptr(VoxelLibrary * lib) { _library = lib; } protected: Ref _set_cube_uv_sides(const Vector2 atlas_pos[6]); static void _bind_methods(); private: VoxelLibrary * _library; // Identifiers int _id; String _name; // Properties int _material_id; bool _is_transparent; // Model Color _color; DVector _model_vertices; DVector _model_normals; DVector _model_uv; DVector _model_side_vertices[SIDE_COUNT]; DVector _model_side_uv[SIDE_COUNT]; // TODO Child voxel types }; #endif // VOXEL_TYPE_H