/*************************************************************************/
/*  ground_clutter_2d.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 "ground_clutter_2d.h"

#include "modules/modules_enabled.gen.h"

#ifdef MODULE_VOXELMAN_ENABLED
#include "../../voxelman/world/voxel_chunk.h"

bool GroundClutter2D::should_spawn(Ref<VoxelChunk> chunk, int x, int y, int z) {
	if (has_method("_should_spawn"))
		return call("_should_spawn", chunk, x, y, z);

	return false;
}

void GroundClutter2D::add_meshes_to(Ref<VoxelMesher> mesher, Ref<VoxelChunk> chunk, int x, int y, int z) {
	if (has_method("_add_meshes_to"))
		call("_add_meshes_to", mesher, chunk, x, y, z);
}
#endif

#ifdef MODULE_TEXTURE_PACKER_ENABLED
void GroundClutter2D::add_textures_to(Ref<TexturePacker> packer) {
	if (has_method("_add_textures_to"))
		call("_add_textures_to", packer);
}
#endif

GroundClutter2D::GroundClutter2D() {
}

GroundClutter2D::~GroundClutter2D() {
}

void GroundClutter2D::_bind_methods() {
#ifdef MODULE_TEXTURE_PACKER_ENABLED
	BIND_VMETHOD(MethodInfo("_add_textures_to", PropertyInfo(Variant::OBJECT, "packer", PROPERTY_HINT_RESOURCE_TYPE, "TexturePacker")));

	ClassDB::bind_method(D_METHOD("add_textures_to", "packer"), &GroundClutter2D::add_textures_to);
#endif

#ifdef MODULE_VOXELMAN_ENABLED
	BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "should"), "_should_spawn", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"), PropertyInfo(Variant::INT, "x"), PropertyInfo(Variant::INT, "y"), PropertyInfo(Variant::INT, "z")));
	BIND_VMETHOD(MethodInfo("_add_meshes_to", PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher"), PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"), PropertyInfo(Variant::INT, "x"), PropertyInfo(Variant::INT, "y"), PropertyInfo(Variant::INT, "z")));

	ClassDB::bind_method(D_METHOD("should_spawn", "chunk", "x", "y", "z"), &GroundClutter2D::should_spawn);
	ClassDB::bind_method(D_METHOD("add_meshes_to", "mesher", "chunk", "x", "y", "z"), &GroundClutter2D::add_meshes_to);
#endif
}