pandemonium_engine/modules/terraman/world/block_terrain_structure.h

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#ifndef BLOCK_TERRAIN_STRUCTURE_H
#define BLOCK_TERRAIN_STRUCTURE_H
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/*************************************************************************/
/* block_terrain_structure.h */
/*************************************************************************/
/* 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 "core/containers/vector.h"
#include "terrain_structure.h"
#include "../defines.h"
#include "core/containers/pool_vector.h"
#include "terrain_chunk.h"
class BlockTerrainStructure : public TerrainStructure {
GDCLASS(BlockTerrainStructure, TerrainStructure);
public:
int get_channel_type() const;
void set_channel_type(const int value);
int get_channel_isolevel() const;
void set_channel_isolevel(const int value);
int get_voxel_type(int p_x, int p_y, int p_z) const;
int get_voxel_isolevel(int p_x, int p_y, int p_z) const;
void set_voxel(int p_x, int p_y, int p_z, int p_type, int p_isolevel);
void _write_to_chunk(Ref<TerrainChunk> chunk);
void clear();
BlockTerrainStructure();
~BlockTerrainStructure();
protected:
static void _bind_methods();
public:
struct DataEntry {
int x;
int y;
int z;
int data_type;
int data_isolevel;
};
private:
int _channel_type;
int _channel_isolevel;
Vector<DataEntry> _data;
};
#endif