mirror of
https://github.com/Relintai/pandemonium_engine.git
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122 lines
4.7 KiB
C++
122 lines
4.7 KiB
C++
/*************************************************************************/
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/* terrain_surface.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_surface.h"
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int TerrainSurface::get_id() const {
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return _id;
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}
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void TerrainSurface::set_id(const int value) {
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_id = value;
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}
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Rect2 TerrainSurface::get_rect(const TerrainSurfaceSides side) const {
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return _rects[side];
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}
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void TerrainSurface::set_rect(const TerrainSurfaceSides side, const Rect2 &rect) {
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_rects[side] = rect;
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}
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Ref<TerrainLibrary> TerrainSurface::get_library() const {
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return Ref<TerrainLibrary>(_library);
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}
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void TerrainSurface::set_library(Ref<TerrainLibrary> library) {
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_library = (*library);
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}
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_FORCE_INLINE_ Vector2 TerrainSurface::transform_uv(const TerrainSurfaceSides p_side, const Vector2 &p_uv) const {
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Vector2 uv = p_uv;
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Rect2 r = _rects[p_side];
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uv.x *= r.size.x;
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uv.y *= r.size.y;
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uv.x += r.position.x;
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uv.y += r.position.y;
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return uv;
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}
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_FORCE_INLINE_ Vector2 TerrainSurface::transform_uv_scaled(const TerrainSurfaceSides p_side, const Vector2 &p_uv, const int p_current_x, const int p_current_y, const int p_max) const {
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Vector2 uv = p_uv;
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Rect2 r = _rects[p_side];
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float sizex = r.size.x / static_cast<float>(p_max);
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float sizey = r.size.y / static_cast<float>(p_max);
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uv.x *= sizex;
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uv.y *= sizey;
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uv.x += r.position.x + sizex * p_current_x;
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uv.y += r.position.y + sizey * p_current_y;
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return uv;
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}
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void TerrainSurface::refresh_rects() {
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}
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TerrainSurface::TerrainSurface() {
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_id = 0;
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_mesher_index = 0;
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_transparent = false;
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_liquid = false;
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_library = NULL;
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}
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TerrainSurface::~TerrainSurface() {
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_library = NULL;
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}
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void TerrainSurface::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_id"), &TerrainSurface::get_id);
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ClassDB::bind_method(D_METHOD("set_id", "value"), &TerrainSurface::set_id);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "voxel_name"), "set_name", "get_name");
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ClassDB::bind_method(D_METHOD("get_rect", "side"), &TerrainSurface::get_rect);
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ClassDB::bind_method(D_METHOD("set_rect", "side", "rect"), &TerrainSurface::set_rect);
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ClassDB::bind_method(D_METHOD("transform_uv", "side", "uv"), &TerrainSurface::transform_uv);
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ClassDB::bind_method(D_METHOD("transform_uv_scaled", "side", "uv", "p_current_x", "p_current_y", "max"), &TerrainSurface::transform_uv_scaled);
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ClassDB::bind_method(D_METHOD("refresh_rects"), &TerrainSurface::refresh_rects);
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BIND_ENUM_CONSTANT(TERRAIN_SIDE_TOP);
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BIND_ENUM_CONSTANT(TERRAIN_SIDE_BOTTOM);
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BIND_ENUM_CONSTANT(TERRAIN_SIDE_SIDE);
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BIND_CONSTANT(TERRAIN_SIDES_COUNT);
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}
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