/*************************************************************************/ /* terrain_world_area.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_world_area.h" AABB TerrainWorldArea::get_aabb() const { return _aabb; } void TerrainWorldArea::set_aabb(const AABB value) { _aabb = value; } Ref TerrainWorldArea::get_map_texture() const { return _map_texture; } void TerrainWorldArea::set_map_texture(const Ref &value) { _map_texture = value; } Ref TerrainWorldArea::get_fov_texture() const { return _fov_texture; } void TerrainWorldArea::set_fov_texture(const Ref &value) { _fov_texture = value; } String TerrainWorldArea::get_name() const { return _name; } void TerrainWorldArea::set_name(const String &value) { _name = value; } int TerrainWorldArea::get_level() const { return _level; } void TerrainWorldArea::set_level(const int level) { _level = level; } TerrainWorldArea::TerrainWorldArea() { _level = 0; } TerrainWorldArea::~TerrainWorldArea() { } void TerrainWorldArea::_bind_methods() { ClassDB::bind_method(D_METHOD("get_aabb"), &TerrainWorldArea::get_aabb); ClassDB::bind_method(D_METHOD("set_aabb"), &TerrainWorldArea::set_aabb); ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb"); ClassDB::bind_method(D_METHOD("get_map_texture"), &TerrainWorldArea::get_map_texture); ClassDB::bind_method(D_METHOD("set_map_texture"), &TerrainWorldArea::set_map_texture); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "map_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_map_texture", "get_map_texture"); ClassDB::bind_method(D_METHOD("get_fov_texture"), &TerrainWorldArea::get_fov_texture); ClassDB::bind_method(D_METHOD("set_fov_texture"), &TerrainWorldArea::set_fov_texture); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fov_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_fov_texture", "get_fov_texture"); ClassDB::bind_method(D_METHOD("get_name"), &TerrainWorldArea::get_name); ClassDB::bind_method(D_METHOD("set_name"), &TerrainWorldArea::set_name); ADD_PROPERTY(PropertyInfo(Variant::STRING, "name"), "set_name", "get_name"); ClassDB::bind_method(D_METHOD("get_level"), &TerrainWorldArea::get_level); ClassDB::bind_method(D_METHOD("set_level"), &TerrainWorldArea::set_level); ADD_PROPERTY(PropertyInfo(Variant::INT, "level"), "set_level", "get_level"); }