mirror of
https://github.com/Relintai/pandemonium_engine.git
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120 lines
5.1 KiB
C++
120 lines
5.1 KiB
C++
/*************************************************************************/
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/* terrain_structure.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "terrain_structure.h"
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bool TerrainStructure::get_use_aabb() const {
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return _use_aabb;
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}
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void TerrainStructure::set_use_aabb(const bool value) {
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_use_aabb = value;
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}
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AABB TerrainStructure::get_chunk_aabb() const {
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return _chunk_aabb;
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}
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void TerrainStructure::set_chunk_aabb(const AABB &value) {
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_chunk_aabb = value;
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}
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int TerrainStructure::get_position_x() const {
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return _position_x;
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}
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void TerrainStructure::set_position_x(const int value) {
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_position_x = value;
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}
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int TerrainStructure::get_position_y() const {
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return _position_y;
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}
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void TerrainStructure::set_position_y(const int value) {
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_position_y = value;
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}
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int TerrainStructure::get_position_z() const {
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return _position_z;
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}
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void TerrainStructure::set_position_z(const int value) {
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_position_z = value;
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}
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void TerrainStructure::set_position(const int x, const int y, const int z) {
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_position_x = x;
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_position_y = y;
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_position_z = z;
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}
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void TerrainStructure::write_to_chunk(Ref<TerrainChunk> chunk) {
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ERR_FAIL_COND(!chunk.is_valid());
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if (has_method("_write_to_chunk")) {
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call("_write_to_chunk", chunk);
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}
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}
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TerrainStructure::TerrainStructure() {
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_use_aabb = true;
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_position_x = 0;
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_position_y = 0;
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_position_z = 0;
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}
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TerrainStructure::~TerrainStructure() {
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}
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void TerrainStructure::_bind_methods() {
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BIND_VMETHOD(MethodInfo("_write_to_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
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ClassDB::bind_method(D_METHOD("get_use_aabb"), &TerrainStructure::get_use_aabb);
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ClassDB::bind_method(D_METHOD("set_use_aabb", "value"), &TerrainStructure::set_use_aabb);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_aabb"), "set_use_aabb", "get_use_aabb");
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ClassDB::bind_method(D_METHOD("get_chunk_aabb"), &TerrainStructure::get_chunk_aabb);
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ClassDB::bind_method(D_METHOD("set_chunk_aabb", "value"), &TerrainStructure::set_chunk_aabb);
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ADD_PROPERTY(PropertyInfo(Variant::AABB, "chunk_aabb"), "set_chunk_aabb", "get_chunk_aabb");
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ClassDB::bind_method(D_METHOD("get_position_x"), &TerrainStructure::get_position_x);
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ClassDB::bind_method(D_METHOD("set_position_x", "value"), &TerrainStructure::set_position_x);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "position_x"), "set_position_x", "get_position_x");
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ClassDB::bind_method(D_METHOD("get_position_y"), &TerrainStructure::get_position_y);
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ClassDB::bind_method(D_METHOD("set_position_y", "value"), &TerrainStructure::set_position_y);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "position_y"), "set_position_y", "get_position_y");
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ClassDB::bind_method(D_METHOD("get_position_z"), &TerrainStructure::get_position_z);
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ClassDB::bind_method(D_METHOD("set_position_z", "value"), &TerrainStructure::set_position_z);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "position_z"), "set_position_z", "get_position_z");
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ClassDB::bind_method(D_METHOD("set_position", "x", "y", "z"), &TerrainStructure::set_position);
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ClassDB::bind_method(D_METHOD("write_to_chunk", "chunk"), &TerrainStructure::write_to_chunk);
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}
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