/*************************************************************************/
/*  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.                 */
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/*************************************************************************/

#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);
}