godot_voxel/voxel_provider.cpp

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#include "voxel_provider.h"
#include "voxel_map.h"
void VoxelProvider::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels) {
ERR_FAIL_COND(out_buffer.is_null());
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ScriptInstance *script = get_script_instance();
if (script) {
// Call script to generate buffer
Variant arg1 = out_buffer;
Variant arg2 = origin_in_voxels.to_vec3();
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const Variant *args[2] = { &arg1, &arg2 };
//Variant::CallError err; // wut
script->call_multilevel("emerge_block", args, 2);
}
}
void VoxelProvider::immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels) {
ERR_FAIL_COND(buffer.is_null());
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ScriptInstance *script = get_script_instance();
if (script) {
// Call script to save buffer
Variant arg1 = buffer;
Variant arg2 = origin_in_voxels.to_vec3();
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const Variant *args[2] = { &arg1, &arg2 };
//Variant::CallError err; // wut
script->call_multilevel("immerge_block", args, 2);
}
}
void VoxelProvider::_emerge_block(Ref<VoxelBuffer> out_buffer, Vector3 origin_in_voxels) {
emerge_block(out_buffer, Vector3i(origin_in_voxels));
}
void VoxelProvider::_immerge_block(Ref<VoxelBuffer> buffer, Vector3 origin_in_voxels) {
immerge_block(buffer, Vector3i(origin_in_voxels));
}
void VoxelProvider::_bind_methods() {
// Note: C++ inheriting classes don't need to re-bind these, because they are bindings that call the actual virtual methods
ClassDB::bind_method(D_METHOD("emerge_block", "out_buffer", "origin_in_voxels"), &VoxelProvider::_emerge_block);
ClassDB::bind_method(D_METHOD("immerge_block", "buffer", "origin_in_voxels"), &VoxelProvider::_immerge_block);
}