/*************************************************************************/ /* voxel_chunk_blocky.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 "voxel_chunk_blocky.h" #include "../../defines.h" VoxelChunkBlocky::VoxelChunkBlocky() { } VoxelChunkBlocky::~VoxelChunkBlocky() { } void VoxelChunkBlocky::_setup_channels() { channel_set_count(MAX_DEFAULT_CHANNELS); } void VoxelChunkBlocky::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::POOL_BYTE_ARRAY, "data_channel"), "channel_set_compressed", "channel_get_compressed", 0); //ClassDB::bind_method(D_METHOD("get_channel_compressed", "channel_index"), &VoxelChunk::get_channel_compressed); //ClassDB::bind_method(D_METHOD("set_channel_compressed", "channel_index", "array"), &VoxelChunk::set_channel_compressed); }