#include "voxel_chunk_prop_data.h" int VoxelChunkPropData::get_x() { return _x; } void VoxelChunkPropData::set_x(int value) { _x = value; } int VoxelChunkPropData::get_y() { return _y; } void VoxelChunkPropData::set_y(int value) { _y = value; } int VoxelChunkPropData::get_z() { return _z; } void VoxelChunkPropData::set_z(int value) { _z = value; } Vector3 VoxelChunkPropData::get_rotation() { return _rotation; } void VoxelChunkPropData::set_rotation(Vector3 value) { _rotation = value; } Vector3 VoxelChunkPropData::get_scale() { return _scale; } void VoxelChunkPropData::set_scale(Vector3 value) { _scale = value; } bool VoxelChunkPropData::get_snap_to_mesh() { return _snap_to_mesh; } void VoxelChunkPropData::set_snap_to_mesh(bool value) { _snap_to_mesh = value; } Vector3 VoxelChunkPropData::get_snap_axis() { return _snap_axis; } void VoxelChunkPropData::set_snap_axis(Vector3 value) { _snap_axis = value; } Ref VoxelChunkPropData::get_mesh() const { return _mesh; } void VoxelChunkPropData::set_mesh(const Ref value) { _mesh = value; } Ref VoxelChunkPropData::get_mesh_texture() const { return _texture; } void VoxelChunkPropData::set_mesh_texture(const Ref value) { _texture = value; } Ref VoxelChunkPropData::get_light() const { return _light; } void VoxelChunkPropData::set_light(const Ref value) { _light = value; } Ref VoxelChunkPropData::get_prop() const { return _prop; } void VoxelChunkPropData::set_prop(const Ref value) { _prop = value; } Ref VoxelChunkPropData::get_scene() const { return _scene; } void VoxelChunkPropData::set_scene(const Ref value) { _scene = value; } VoxelChunkPropData::VoxelChunkPropData() { _x = 0; _y = 0; _z = 0; _scale = Vector3(1, 1, 1); _snap_to_mesh = false; _snap_axis = Vector3(0, -1, 0); } VoxelChunkPropData::~VoxelChunkPropData() { _mesh.unref(); _texture.unref(); _light.unref(); _prop.unref(); _scene.unref(); } void VoxelChunkPropData::_bind_methods() { ClassDB::bind_method(D_METHOD("get_x"), &VoxelChunkPropData::get_x); ClassDB::bind_method(D_METHOD("set_x", "value"), &VoxelChunkPropData::set_x); ADD_PROPERTY(PropertyInfo(Variant::INT, "x"), "set_x", "get_x"); ClassDB::bind_method(D_METHOD("get_y"), &VoxelChunkPropData::get_y); ClassDB::bind_method(D_METHOD("set_y", "value"), &VoxelChunkPropData::set_y); ADD_PROPERTY(PropertyInfo(Variant::INT, "y"), "set_y", "get_y"); ClassDB::bind_method(D_METHOD("get_z"), &VoxelChunkPropData::get_z); ClassDB::bind_method(D_METHOD("set_z", "value"), &VoxelChunkPropData::set_z); ADD_PROPERTY(PropertyInfo(Variant::INT, "z"), "set_z", "get_z"); ClassDB::bind_method(D_METHOD("get_rotation"), &VoxelChunkPropData::get_rotation); ClassDB::bind_method(D_METHOD("set_rotation", "value"), &VoxelChunkPropData::set_rotation); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation"), "set_rotation", "get_rotation"); ClassDB::bind_method(D_METHOD("get_scale"), &VoxelChunkPropData::get_scale); ClassDB::bind_method(D_METHOD("set_scale", "value"), &VoxelChunkPropData::set_scale); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &VoxelChunkPropData::get_snap_to_mesh); ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &VoxelChunkPropData::set_snap_to_mesh); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh"); ClassDB::bind_method(D_METHOD("get_snap_axis"), &VoxelChunkPropData::get_snap_axis); ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &VoxelChunkPropData::set_snap_axis); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis"); ClassDB::bind_method(D_METHOD("get_mesh"), &VoxelChunkPropData::get_mesh); ClassDB::bind_method(D_METHOD("set_mesh", "value"), &VoxelChunkPropData::set_mesh); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh", "get_mesh"); ClassDB::bind_method(D_METHOD("get_mesh_texture"), &VoxelChunkPropData::get_mesh_texture); ClassDB::bind_method(D_METHOD("set_mesh_texture", "value"), &VoxelChunkPropData::set_mesh_texture); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_mesh_texture", "get_mesh_texture"); ClassDB::bind_method(D_METHOD("get_light"), &VoxelChunkPropData::get_light); ClassDB::bind_method(D_METHOD("set_light", "value"), &VoxelChunkPropData::set_light); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light", PROPERTY_HINT_RESOURCE_TYPE, "PropDataLight"), "set_light", "get_light"); ClassDB::bind_method(D_METHOD("get_prop"), &VoxelChunkPropData::get_prop); ClassDB::bind_method(D_METHOD("set_prop", "value"), &VoxelChunkPropData::set_prop); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "PropData"), "set_prop", "get_prop"); ClassDB::bind_method(D_METHOD("get_scene"), &VoxelChunkPropData::get_scene); ClassDB::bind_method(D_METHOD("set_scene", "value"), &VoxelChunkPropData::set_scene); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene"); }