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51 lines
2.1 KiB
C++
51 lines
2.1 KiB
C++
#include "ground_clutter.h"
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#include "../world/voxel_chunk.h"
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bool GroundClutter::should_spawn(VoxelChunk *chunk, int x, int y, int z) {
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if (has_method("_should_spawn"))
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return call("_should_spawn", chunk, x, y, z);
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return false;
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}
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bool GroundClutter::should_spawn_bind(Node *chunk, int x, int y, int z) {
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VoxelChunk *c = Object::cast_to<VoxelChunk>(chunk);
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ERR_FAIL_COND_V(!ObjectDB::instance_validate(c), false);
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return should_spawn(c, x, y, z);
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}
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void GroundClutter::add_meshes_to(Ref<VoxelMesher> mesher, VoxelChunk *chunk, int x, int y, int z) {
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if (has_method("_add_meshes_to"))
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call("_add_meshes_to", mesher, chunk, x, y, z);
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}
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void GroundClutter::add_meshes_to_bind(Ref<VoxelMesher> mesher, Node *chunk, int x, int y, int z) {
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VoxelChunk *c = Object::cast_to<VoxelChunk>(chunk);
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ERR_FAIL_COND(!ObjectDB::instance_validate(c));
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add_meshes_to(mesher, c, x, y, z);
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}
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void GroundClutter::add_textures_to(Ref<TexturePacker> packer) {
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if (has_method("_add_textures_to"))
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call("_add_textures_to", packer);
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}
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GroundClutter::GroundClutter() {
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}
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GroundClutter::~GroundClutter() {
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}
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void GroundClutter::_bind_methods() {
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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")));
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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")));
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BIND_VMETHOD(MethodInfo("_add_textures_to", PropertyInfo(Variant::OBJECT, "packer", PROPERTY_HINT_RESOURCE_TYPE, "TexturePacker")));
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ClassDB::bind_method(D_METHOD("should_spawn", "chunk", "x", "y", "z"), &GroundClutter::should_spawn_bind);
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ClassDB::bind_method(D_METHOD("add_meshes_to", "mesher", "chunk", "x", "y", "z"), &GroundClutter::add_meshes_to_bind);
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ClassDB::bind_method(D_METHOD("add_textures_to", "packer"), &GroundClutter::add_textures_to);
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}
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