pandemonium_engine/modules/props_2d/clutter/ground_clutter_2d.cpp

80 lines
4.1 KiB
C++

/*************************************************************************/
/* ground_clutter_2d.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 "ground_clutter_2d.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_VOXELMAN_ENABLED
#include "../../voxelman/world/voxel_chunk.h"
bool GroundClutter2D::should_spawn(Ref<VoxelChunk> chunk, int x, int y, int z) {
if (has_method("_should_spawn"))
return call("_should_spawn", chunk, x, y, z);
return false;
}
void GroundClutter2D::add_meshes_to(Ref<VoxelMesher> mesher, Ref<VoxelChunk> chunk, int x, int y, int z) {
if (has_method("_add_meshes_to"))
call("_add_meshes_to", mesher, chunk, x, y, z);
}
#endif
#ifdef MODULE_TEXTURE_PACKER_ENABLED
void GroundClutter2D::add_textures_to(Ref<TexturePacker> packer) {
if (has_method("_add_textures_to"))
call("_add_textures_to", packer);
}
#endif
GroundClutter2D::GroundClutter2D() {
}
GroundClutter2D::~GroundClutter2D() {
}
void GroundClutter2D::_bind_methods() {
#ifdef MODULE_TEXTURE_PACKER_ENABLED
BIND_VMETHOD(MethodInfo("_add_textures_to", PropertyInfo(Variant::OBJECT, "packer", PROPERTY_HINT_RESOURCE_TYPE, "TexturePacker")));
ClassDB::bind_method(D_METHOD("add_textures_to", "packer"), &GroundClutter2D::add_textures_to);
#endif
#ifdef MODULE_VOXELMAN_ENABLED
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "should"), "_should_spawn", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"), PropertyInfo(Variant::INT, "x"), PropertyInfo(Variant::INT, "y"), PropertyInfo(Variant::INT, "z")));
BIND_VMETHOD(MethodInfo("_add_meshes_to", PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher"), PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"), PropertyInfo(Variant::INT, "x"), PropertyInfo(Variant::INT, "y"), PropertyInfo(Variant::INT, "z")));
ClassDB::bind_method(D_METHOD("should_spawn", "chunk", "x", "y", "z"), &GroundClutter2D::should_spawn);
ClassDB::bind_method(D_METHOD("add_meshes_to", "mesher", "chunk", "x", "y", "z"), &GroundClutter2D::add_meshes_to);
#endif
}