/*************************************************************************/ /* block_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 "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); }