mirror of
https://github.com/Relintai/pandemonium_engine.git
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119 lines
4.8 KiB
C++
119 lines
4.8 KiB
C++
/*************************************************************************/
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/* block_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 "block_terrain_structure.h"
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int BlockTerrainStructure::get_channel_type() const {
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return _channel_type;
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}
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void BlockTerrainStructure::set_channel_type(const int value) {
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_channel_type = value;
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}
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int BlockTerrainStructure::get_channel_isolevel() const {
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return _channel_isolevel;
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}
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void BlockTerrainStructure::set_channel_isolevel(const int value) {
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_channel_isolevel = value;
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}
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int BlockTerrainStructure::get_voxel_type(int p_x, int p_y, int p_z) const {
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DataEntry p;
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for (int i = 0; i < _data.size(); ++i) {
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p = _data[i];
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if (p.x == p_x && p.y == p_y && p.z == p_z) {
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return p.data_type;
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}
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}
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return 0;
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}
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int BlockTerrainStructure::get_voxel_isolevel(int p_x, int p_y, int p_z) const {
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DataEntry p;
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for (int i = 0; i < _data.size(); ++i) {
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p = _data[i];
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if (p.x == p_x && p.y == p_y && p.z == p_z) {
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return p.data_isolevel;
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}
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}
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return 0;
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}
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void BlockTerrainStructure::set_voxel(int p_x, int p_y, int p_z, int p_type, int p_isolevel) {
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DataEntry p;
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p.x = p_x;
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p.y = p_y;
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p.z = p_z;
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p.data_type = p_type;
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p.data_isolevel = p_isolevel;
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_data.push_back(p);
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}
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void BlockTerrainStructure::_write_to_chunk(Ref<TerrainChunk> chunk) {
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//Ref<TerrainChunk> c = Object::cast_to<TerrainChunk>(chunk);
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}
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void BlockTerrainStructure::clear() {
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_data.clear();
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}
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BlockTerrainStructure::BlockTerrainStructure() {
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_channel_type = 0;
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_channel_isolevel = 0;
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}
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BlockTerrainStructure::~BlockTerrainStructure() {
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_data.clear();
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}
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void BlockTerrainStructure::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_channel_type"), &BlockTerrainStructure::get_channel_type);
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ClassDB::bind_method(D_METHOD("set_channel_type", "value"), &BlockTerrainStructure::set_channel_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_type"), "set_channel_type", "get_channel_type");
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ClassDB::bind_method(D_METHOD("get_channel_isolevel"), &BlockTerrainStructure::get_channel_isolevel);
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ClassDB::bind_method(D_METHOD("set_channel_isolevel", "value"), &BlockTerrainStructure::set_channel_isolevel);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_isolevel"), "set_channel_isolevel", "get_channel_isolevel");
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ClassDB::bind_method(D_METHOD("get_voxel_type", "x", "y", "z"), &BlockTerrainStructure::get_voxel_type);
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ClassDB::bind_method(D_METHOD("get_voxel_isolevel", "x", "y", "z"), &BlockTerrainStructure::get_voxel_isolevel);
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ClassDB::bind_method(D_METHOD("set_voxel", "x", "y", "z", "type", "isolevel"), &BlockTerrainStructure::set_voxel);
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ClassDB::bind_method(D_METHOD("_write_to_chunk", "chunk"), &BlockTerrainStructure::_write_to_chunk);
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}
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