pandemonium_engine/modules/voxelman/world/blocky/voxel_chunk_blocky.cpp

52 lines
2.9 KiB
C++
Raw Normal View History

2023-12-18 00:25:33 +01:00
/*************************************************************************/
/* voxel_chunk_blocky.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 "voxel_chunk_blocky.h"
#include "../../defines.h"
VoxelChunkBlocky::VoxelChunkBlocky() {
}
VoxelChunkBlocky::~VoxelChunkBlocky() {
}
void VoxelChunkBlocky::_setup_channels() {
channel_set_count(MAX_DEFAULT_CHANNELS);
}
void VoxelChunkBlocky::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::POOL_BYTE_ARRAY, "data_channel"), "channel_set_compressed", "channel_get_compressed", 0);
//ClassDB::bind_method(D_METHOD("get_channel_compressed", "channel_index"), &VoxelChunk::get_channel_compressed);
//ClassDB::bind_method(D_METHOD("set_channel_compressed", "channel_index", "array"), &VoxelChunk::set_channel_compressed);
}