#include "voxelman_level_generator.h" #include "../world/voxel_chunk.h" void VoxelmanLevelGenerator::generate_chunk_bind(Node *chunk) { generate_chunk(Object::cast_to(chunk)); } void VoxelmanLevelGenerator::generate_chunk(VoxelChunk *chunk) { if (has_method("_generate_chunk")) { call("_generate_chunk", chunk); } } VoxelmanLevelGenerator::VoxelmanLevelGenerator() { } VoxelmanLevelGenerator::~VoxelmanLevelGenerator() { } void VoxelmanLevelGenerator::_bind_methods() { BIND_VMETHOD(MethodInfo("_generate_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"))); ClassDB::bind_method(D_METHOD("generate_chunk", "chunk"), &VoxelmanLevelGenerator::generate_chunk_bind); }