#ifndef BLOCK_TERRAIN_STRUCTURE_H #define BLOCK_TERRAIN_STRUCTURE_H /*************************************************************************/ /* 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 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 _data; }; #endif