#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<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