mirror of
https://github.com/Relintai/pandemonium_engine.git
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52 lines
2.9 KiB
C++
52 lines
2.9 KiB
C++
/*************************************************************************/
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/* voxel_chunk_blocky.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 "voxel_chunk_blocky.h"
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#include "../../defines.h"
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VoxelChunkBlocky::VoxelChunkBlocky() {
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}
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VoxelChunkBlocky::~VoxelChunkBlocky() {
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}
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void VoxelChunkBlocky::_setup_channels() {
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channel_set_count(MAX_DEFAULT_CHANNELS);
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}
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void VoxelChunkBlocky::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::POOL_BYTE_ARRAY, "data_channel"), "channel_set_compressed", "channel_get_compressed", 0);
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//ClassDB::bind_method(D_METHOD("get_channel_compressed", "channel_index"), &VoxelChunk::get_channel_compressed);
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//ClassDB::bind_method(D_METHOD("set_channel_compressed", "channel_index", "array"), &VoxelChunk::set_channel_compressed);
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}
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