/*************************************************************************/ /* terrain_structure.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 "terrain_structure.h" bool TerrainStructure::get_use_aabb() const { return _use_aabb; } void TerrainStructure::set_use_aabb(const bool value) { _use_aabb = value; } AABB TerrainStructure::get_chunk_aabb() const { return _chunk_aabb; } void TerrainStructure::set_chunk_aabb(const AABB &value) { _chunk_aabb = value; } int TerrainStructure::get_position_x() const { return _position_x; } void TerrainStructure::set_position_x(const int value) { _position_x = value; } int TerrainStructure::get_position_y() const { return _position_y; } void TerrainStructure::set_position_y(const int value) { _position_y = value; } int TerrainStructure::get_position_z() const { return _position_z; } void TerrainStructure::set_position_z(const int value) { _position_z = value; } void TerrainStructure::set_position(const int x, const int y, const int z) { _position_x = x; _position_y = y; _position_z = z; } void TerrainStructure::write_to_chunk(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); if (has_method("_write_to_chunk")) { call("_write_to_chunk", chunk); } } TerrainStructure::TerrainStructure() { _use_aabb = true; _position_x = 0; _position_y = 0; _position_z = 0; } TerrainStructure::~TerrainStructure() { } void TerrainStructure::_bind_methods() { BIND_VMETHOD(MethodInfo("_write_to_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk"))); ClassDB::bind_method(D_METHOD("get_use_aabb"), &TerrainStructure::get_use_aabb); ClassDB::bind_method(D_METHOD("set_use_aabb", "value"), &TerrainStructure::set_use_aabb); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_aabb"), "set_use_aabb", "get_use_aabb"); ClassDB::bind_method(D_METHOD("get_chunk_aabb"), &TerrainStructure::get_chunk_aabb); ClassDB::bind_method(D_METHOD("set_chunk_aabb", "value"), &TerrainStructure::set_chunk_aabb); ADD_PROPERTY(PropertyInfo(Variant::AABB, "chunk_aabb"), "set_chunk_aabb", "get_chunk_aabb"); ClassDB::bind_method(D_METHOD("get_position_x"), &TerrainStructure::get_position_x); ClassDB::bind_method(D_METHOD("set_position_x", "value"), &TerrainStructure::set_position_x); ADD_PROPERTY(PropertyInfo(Variant::INT, "position_x"), "set_position_x", "get_position_x"); ClassDB::bind_method(D_METHOD("get_position_y"), &TerrainStructure::get_position_y); ClassDB::bind_method(D_METHOD("set_position_y", "value"), &TerrainStructure::set_position_y); ADD_PROPERTY(PropertyInfo(Variant::INT, "position_y"), "set_position_y", "get_position_y"); ClassDB::bind_method(D_METHOD("get_position_z"), &TerrainStructure::get_position_z); ClassDB::bind_method(D_METHOD("set_position_z", "value"), &TerrainStructure::set_position_z); ADD_PROPERTY(PropertyInfo(Variant::INT, "position_z"), "set_position_z", "get_position_z"); ClassDB::bind_method(D_METHOD("set_position", "x", "y", "z"), &TerrainStructure::set_position); ClassDB::bind_method(D_METHOD("write_to_chunk", "chunk"), &TerrainStructure::write_to_chunk); }