pandemonium_engine/modules/voxelman/world/voxel_structure.cpp

120 lines
5.1 KiB
C++

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