godot_voxel/terrain/instancing/voxel_instance_library_item.h

77 lines
2.4 KiB
C++

#ifndef VOXEL_INSTANCE_LIBRARY_ITEM_H
#define VOXEL_INSTANCE_LIBRARY_ITEM_H
#include "voxel_instance_library_item_base.h"
// TODO Rename VoxelInstanceLibraryMultimeshItem (did not do it for compatibility)
// Settings for a model that can be used by VoxelInstancer
class VoxelInstanceLibraryItem : public VoxelInstanceLibraryItemBase {
GDCLASS(VoxelInstanceLibraryItem, VoxelInstanceLibraryItemBase)
public:
static const int MAX_MESH_LODS = 4;
struct CollisionShapeInfo {
Transform transform;
Ref<Shape> shape;
};
void set_mesh(Ref<Mesh> mesh, int mesh_lod_index);
Ref<Mesh> get_mesh(int mesh_lod_index) const;
int get_mesh_lod_count() const;
void set_material_override(Ref<Material> material);
Ref<Material> get_material_override() const;
void set_cast_shadows_setting(VisualServer::ShadowCastingSetting mode);
VisualServer::ShadowCastingSetting get_cast_shadows_setting() const;
void set_collision_layer(int collision_layer);
int get_collision_layer() const;
void set_collision_mask(int collision_mask);
int get_collision_mask() const;
void setup_from_template(Node *root);
// Internal
inline const Vector<CollisionShapeInfo> &get_collision_shapes() const {
return _collision_shapes;
}
Array serialize_multimesh_item_properties() const;
void deserialize_multimesh_item_properties(Array a);
private:
static void _bind_methods();
void _b_set_collision_shapes(Array shape_infos);
Array _b_get_collision_shapes() const;
Ref<Mesh> _b_get_mesh_lod0() const { return get_mesh(0); }
Ref<Mesh> _b_get_mesh_lod1() const { return get_mesh(1); }
Ref<Mesh> _b_get_mesh_lod2() const { return get_mesh(2); }
Ref<Mesh> _b_get_mesh_lod3() const { return get_mesh(3); }
void _b_set_mesh_lod0(Ref<Mesh> mesh) { set_mesh(mesh, 0); }
void _b_set_mesh_lod1(Ref<Mesh> mesh) { set_mesh(mesh, 1); }
void _b_set_mesh_lod2(Ref<Mesh> mesh) { set_mesh(mesh, 2); }
void _b_set_mesh_lod3(Ref<Mesh> mesh) { set_mesh(mesh, 3); }
FixedArray<Ref<Mesh>, MAX_MESH_LODS> _mesh_lods;
unsigned int _mesh_lod_count = 1;
// It is preferred to have materials on the mesh already,
// but this is in case OBJ meshes are used, which often dont have a material of their own
Ref<Material> _material_override;
VisualServer::ShadowCastingSetting _shadow_casting_setting = VisualServer::SHADOW_CASTING_SETTING_ON;
int _collision_mask = 1;
int _collision_layer = 1;
Vector<CollisionShapeInfo> _collision_shapes;
};
#endif // VOXEL_INSTANCE_LIBRARY_ITEM_H