#include "terrain_2d_surface.h" int Terrain2DSurface::get_id() const { return _id; } void Terrain2DSurface::set_id(const int value) { _id = value; } Rect2 Terrain2DSurface::get_rect() const { return _rect; } void Terrain2DSurface::set_rect(const Rect2 &rect) { _rect = rect; } Ref Terrain2DSurface::get_library() const { return Ref(_library); } void Terrain2DSurface::set_library(Ref library) { _library = (*library); } _FORCE_INLINE_ Vector2 Terrain2DSurface::transform_uv(const Vector2 &p_uv) const { Vector2 uv = p_uv; Rect2 r = _rect; uv.x *= r.size.x; uv.y *= r.size.y; uv.x += r.position.x; uv.y += r.position.y; return uv; } _FORCE_INLINE_ Vector2 Terrain2DSurface::transform_uv_scaled(const Vector2 &p_uv, const int p_current_x, const int p_current_y, const int p_max) const { Vector2 uv = p_uv; Rect2 r = _rect; float sizex = r.size.x / static_cast(p_max); float sizey = r.size.y / static_cast(p_max); uv.x *= sizex; uv.y *= sizey; uv.x += r.position.x + sizex * p_current_x; uv.y += r.position.y + sizey * p_current_y; return uv; } void Terrain2DSurface::refresh_rects() { } Terrain2DSurface::Terrain2DSurface() { _id = 0; _mesher_index = 0; _transparent = false; _liquid = false; _library = NULL; } Terrain2DSurface::~Terrain2DSurface() { _library = NULL; } void Terrain2DSurface::_bind_methods() { ClassDB::bind_method(D_METHOD("get_id"), &Terrain2DSurface::get_id); ClassDB::bind_method(D_METHOD("set_id", "value"), &Terrain2DSurface::set_id); ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "voxel_name"), "set_name", "get_name"); ClassDB::bind_method(D_METHOD("get_rect"), &Terrain2DSurface::get_rect); ClassDB::bind_method(D_METHOD("set_rect", "rect"), &Terrain2DSurface::set_rect); ClassDB::bind_method(D_METHOD("transform_uv", "uv"), &Terrain2DSurface::transform_uv); ClassDB::bind_method(D_METHOD("transform_uv_scaled", "uv", "p_current_x", "p_current_y", "max"), &Terrain2DSurface::transform_uv_scaled); ClassDB::bind_method(D_METHOD("refresh_rects"), &Terrain2DSurface::refresh_rects); }