pandemonium_engine/modules/terraman/world/block_terrain_structure.cpp

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2023-12-18 00:18:53 +01:00
/*************************************************************************/
/* block_terrain_structure.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 "block_terrain_structure.h"
int BlockTerrainStructure::get_channel_type() const {
return _channel_type;
}
void BlockTerrainStructure::set_channel_type(const int value) {
_channel_type = value;
}
int BlockTerrainStructure::get_channel_isolevel() const {
return _channel_isolevel;
}
void BlockTerrainStructure::set_channel_isolevel(const int value) {
_channel_isolevel = value;
}
int BlockTerrainStructure::get_voxel_type(int p_x, int p_y, int p_z) const {
DataEntry p;
for (int i = 0; i < _data.size(); ++i) {
p = _data[i];
if (p.x == p_x && p.y == p_y && p.z == p_z) {
return p.data_type;
}
}
return 0;
}
int BlockTerrainStructure::get_voxel_isolevel(int p_x, int p_y, int p_z) const {
DataEntry p;
for (int i = 0; i < _data.size(); ++i) {
p = _data[i];
if (p.x == p_x && p.y == p_y && p.z == p_z) {
return p.data_isolevel;
}
}
return 0;
}
void BlockTerrainStructure::set_voxel(int p_x, int p_y, int p_z, int p_type, int p_isolevel) {
DataEntry p;
p.x = p_x;
p.y = p_y;
p.z = p_z;
p.data_type = p_type;
p.data_isolevel = p_isolevel;
_data.push_back(p);
}
void BlockTerrainStructure::_write_to_chunk(Ref<TerrainChunk> chunk) {
//Ref<TerrainChunk> c = Object::cast_to<TerrainChunk>(chunk);
}
void BlockTerrainStructure::clear() {
_data.clear();
}
BlockTerrainStructure::BlockTerrainStructure() {
_channel_type = 0;
_channel_isolevel = 0;
}
BlockTerrainStructure::~BlockTerrainStructure() {
_data.clear();
}
void BlockTerrainStructure::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_channel_type"), &BlockTerrainStructure::get_channel_type);
ClassDB::bind_method(D_METHOD("set_channel_type", "value"), &BlockTerrainStructure::set_channel_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_type"), "set_channel_type", "get_channel_type");
ClassDB::bind_method(D_METHOD("get_channel_isolevel"), &BlockTerrainStructure::get_channel_isolevel);
ClassDB::bind_method(D_METHOD("set_channel_isolevel", "value"), &BlockTerrainStructure::set_channel_isolevel);
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_isolevel"), "set_channel_isolevel", "get_channel_isolevel");
ClassDB::bind_method(D_METHOD("get_voxel_type", "x", "y", "z"), &BlockTerrainStructure::get_voxel_type);
ClassDB::bind_method(D_METHOD("get_voxel_isolevel", "x", "y", "z"), &BlockTerrainStructure::get_voxel_isolevel);
ClassDB::bind_method(D_METHOD("set_voxel", "x", "y", "z", "type", "isolevel"), &BlockTerrainStructure::set_voxel);
ClassDB::bind_method(D_METHOD("_write_to_chunk", "chunk"), &BlockTerrainStructure::_write_to_chunk);
}