pandemonium_engine/modules/terraman/library/terrain_surface.cpp

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2023-12-18 00:18:53 +01:00
/*************************************************************************/
/* terrain_surface.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "terrain_surface.h"
int TerrainSurface::get_id() const {
return _id;
}
void TerrainSurface::set_id(const int value) {
_id = value;
}
Rect2 TerrainSurface::get_rect(const TerrainSurfaceSides side) const {
return _rects[side];
}
void TerrainSurface::set_rect(const TerrainSurfaceSides side, const Rect2 &rect) {
_rects[side] = rect;
}
Ref<TerrainLibrary> TerrainSurface::get_library() const {
return Ref<TerrainLibrary>(_library);
}
void TerrainSurface::set_library(Ref<TerrainLibrary> library) {
_library = (*library);
}
_FORCE_INLINE_ Vector2 TerrainSurface::transform_uv(const TerrainSurfaceSides p_side, const Vector2 &p_uv) const {
Vector2 uv = p_uv;
Rect2 r = _rects[p_side];
uv.x *= r.size.x;
uv.y *= r.size.y;
uv.x += r.position.x;
uv.y += r.position.y;
return uv;
}
_FORCE_INLINE_ Vector2 TerrainSurface::transform_uv_scaled(const TerrainSurfaceSides p_side, const Vector2 &p_uv, const int p_current_x, const int p_current_y, const int p_max) const {
Vector2 uv = p_uv;
Rect2 r = _rects[p_side];
float sizex = r.size.x / static_cast<float>(p_max);
float sizey = r.size.y / static_cast<float>(p_max);
uv.x *= sizex;
uv.y *= sizey;
uv.x += r.position.x + sizex * p_current_x;
uv.y += r.position.y + sizey * p_current_y;
return uv;
}
void TerrainSurface::refresh_rects() {
}
TerrainSurface::TerrainSurface() {
_id = 0;
_mesher_index = 0;
_transparent = false;
_liquid = false;
_library = NULL;
}
TerrainSurface::~TerrainSurface() {
_library = NULL;
}
void TerrainSurface::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_id"), &TerrainSurface::get_id);
ClassDB::bind_method(D_METHOD("set_id", "value"), &TerrainSurface::set_id);
ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "voxel_name"), "set_name", "get_name");
ClassDB::bind_method(D_METHOD("get_rect", "side"), &TerrainSurface::get_rect);
ClassDB::bind_method(D_METHOD("set_rect", "side", "rect"), &TerrainSurface::set_rect);
ClassDB::bind_method(D_METHOD("transform_uv", "side", "uv"), &TerrainSurface::transform_uv);
ClassDB::bind_method(D_METHOD("transform_uv_scaled", "side", "uv", "p_current_x", "p_current_y", "max"), &TerrainSurface::transform_uv_scaled);
ClassDB::bind_method(D_METHOD("refresh_rects"), &TerrainSurface::refresh_rects);
BIND_ENUM_CONSTANT(TERRAIN_SIDE_TOP);
BIND_ENUM_CONSTANT(TERRAIN_SIDE_BOTTOM);
BIND_ENUM_CONSTANT(TERRAIN_SIDE_SIDE);
BIND_CONSTANT(TERRAIN_SIDES_COUNT);
}