#include "block_terrain_structure.h" int BlockTerrainStructure::get_channel_type() const { return _channel_type; } void BlockTerrainStructure::set_channel_type(const int value) { _channel_type = value; } int BlockTerrainStructure::get_channel_isolevel() const { return _channel_isolevel; } void BlockTerrainStructure::set_channel_isolevel(const int value) { _channel_isolevel = value; } int BlockTerrainStructure::get_voxel_type(int p_x, int p_y, int p_z) const { DataEntry p; for (int i = 0; i < _data.size(); ++i) { p = _data[i]; if (p.x == p_x && p.y == p_y && p.z == p_z) { return p.data_type; } } return 0; } int BlockTerrainStructure::get_voxel_isolevel(int p_x, int p_y, int p_z) const { DataEntry p; for (int i = 0; i < _data.size(); ++i) { p = _data[i]; if (p.x == p_x && p.y == p_y && p.z == p_z) { return p.data_isolevel; } } return 0; } void BlockTerrainStructure::set_voxel(int p_x, int p_y, int p_z, int p_type, int p_isolevel) { DataEntry p; p.x = p_x; p.y = p_y; p.z = p_z; p.data_type = p_type; p.data_isolevel = p_isolevel; _data.push_back(p); } void BlockTerrainStructure::_write_to_chunk(Ref chunk) { //Ref c = Object::cast_to(chunk); } void BlockTerrainStructure::clear() { _data.clear(); } BlockTerrainStructure::BlockTerrainStructure() { _channel_type = 0; _channel_isolevel = 0; } BlockTerrainStructure::~BlockTerrainStructure() { _data.clear(); } void BlockTerrainStructure::_bind_methods() { ClassDB::bind_method(D_METHOD("get_channel_type"), &BlockTerrainStructure::get_channel_type); ClassDB::bind_method(D_METHOD("set_channel_type", "value"), &BlockTerrainStructure::set_channel_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_type"), "set_channel_type", "get_channel_type"); ClassDB::bind_method(D_METHOD("get_channel_isolevel"), &BlockTerrainStructure::get_channel_isolevel); ClassDB::bind_method(D_METHOD("set_channel_isolevel", "value"), &BlockTerrainStructure::set_channel_isolevel); ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_isolevel"), "set_channel_isolevel", "get_channel_isolevel"); ClassDB::bind_method(D_METHOD("get_voxel_type", "x", "y", "z"), &BlockTerrainStructure::get_voxel_type); ClassDB::bind_method(D_METHOD("get_voxel_isolevel", "x", "y", "z"), &BlockTerrainStructure::get_voxel_isolevel); ClassDB::bind_method(D_METHOD("set_voxel", "x", "y", "z", "type", "isolevel"), &BlockTerrainStructure::set_voxel); ClassDB::bind_method(D_METHOD("_write_to_chunk", "chunk"), &BlockTerrainStructure::_write_to_chunk); }