mirror of
https://github.com/Relintai/pandemonium_engine.git
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97 lines
4.4 KiB
C++
97 lines
4.4 KiB
C++
/*************************************************************************/
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/* terrain_world_area.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_world_area.h"
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AABB TerrainWorldArea::get_aabb() const {
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return _aabb;
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}
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void TerrainWorldArea::set_aabb(const AABB value) {
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_aabb = value;
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}
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Ref<Texture> TerrainWorldArea::get_map_texture() const {
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return _map_texture;
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}
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void TerrainWorldArea::set_map_texture(const Ref<Texture> &value) {
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_map_texture = value;
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}
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Ref<Texture> TerrainWorldArea::get_fov_texture() const {
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return _fov_texture;
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}
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void TerrainWorldArea::set_fov_texture(const Ref<Texture> &value) {
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_fov_texture = value;
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}
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String TerrainWorldArea::get_name() const {
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return _name;
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}
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void TerrainWorldArea::set_name(const String &value) {
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_name = value;
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}
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int TerrainWorldArea::get_level() const {
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return _level;
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}
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void TerrainWorldArea::set_level(const int level) {
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_level = level;
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}
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TerrainWorldArea::TerrainWorldArea() {
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_level = 0;
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}
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TerrainWorldArea::~TerrainWorldArea() {
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}
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void TerrainWorldArea::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_aabb"), &TerrainWorldArea::get_aabb);
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ClassDB::bind_method(D_METHOD("set_aabb"), &TerrainWorldArea::set_aabb);
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ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");
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ClassDB::bind_method(D_METHOD("get_map_texture"), &TerrainWorldArea::get_map_texture);
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ClassDB::bind_method(D_METHOD("set_map_texture"), &TerrainWorldArea::set_map_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "map_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_map_texture", "get_map_texture");
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ClassDB::bind_method(D_METHOD("get_fov_texture"), &TerrainWorldArea::get_fov_texture);
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ClassDB::bind_method(D_METHOD("set_fov_texture"), &TerrainWorldArea::set_fov_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fov_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_fov_texture", "get_fov_texture");
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ClassDB::bind_method(D_METHOD("get_name"), &TerrainWorldArea::get_name);
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ClassDB::bind_method(D_METHOD("set_name"), &TerrainWorldArea::set_name);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "name"), "set_name", "get_name");
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ClassDB::bind_method(D_METHOD("get_level"), &TerrainWorldArea::get_level);
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ClassDB::bind_method(D_METHOD("set_level"), &TerrainWorldArea::set_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "level"), "set_level", "get_level");
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}
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