mirror of
https://github.com/Relintai/voxelman.git
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239 lines
8.7 KiB
C++
239 lines
8.7 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "voxel_chunk_prop_data.h"
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#include "voxel_chunk.h"
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int VoxelChunkPropData::get_x() const {
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return _x;
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}
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void VoxelChunkPropData::set_x(const int value) {
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_x = value;
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}
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int VoxelChunkPropData::get_y() const {
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return _y;
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}
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void VoxelChunkPropData::set_y(const int value) {
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_y = value;
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}
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int VoxelChunkPropData::get_z() const {
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return _z;
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}
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void VoxelChunkPropData::set_z(const int value) {
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_z = value;
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}
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Vector3 VoxelChunkPropData::get_rotation() const {
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return _rotation;
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}
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void VoxelChunkPropData::set_rotation(const Vector3 &value) {
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_rotation = value;
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}
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Vector3 VoxelChunkPropData::get_scale() const {
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return _scale;
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}
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void VoxelChunkPropData::set_scale(const Vector3 &value) {
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_scale = value;
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}
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bool VoxelChunkPropData::get_snap_to_mesh() const {
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return _snap_to_mesh;
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}
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void VoxelChunkPropData::set_snap_to_mesh(const bool value) {
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_snap_to_mesh = value;
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}
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Vector3 VoxelChunkPropData::get_snap_axis() const {
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return _snap_axis;
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}
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void VoxelChunkPropData::set_snap_axis(const Vector3 &value) {
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_snap_axis = value;
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}
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Ref<VoxelChunk> VoxelChunkPropData::get_owner() {
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return _owner;
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}
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void VoxelChunkPropData::set_owner(const Ref<VoxelChunk> &chunk) {
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_owner = chunk;
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}
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int VoxelChunkPropData::get_scene_id() const {
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return _scene_id;
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}
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void VoxelChunkPropData::set_scene_id(const int id) {
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_scene_id = id;
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}
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Transform VoxelChunkPropData::get_transform() const {
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return _transform;
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}
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void VoxelChunkPropData::set_transform(const Transform &value) {
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_transform = value;
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}
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Ref<PackedScene> VoxelChunkPropData::get_scene() {
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return _scene;
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}
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void VoxelChunkPropData::set_scene(const Ref<PackedScene> &value) {
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_scene = value;
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}
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Ref<MeshDataResource> VoxelChunkPropData::get_mesh() {
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return _mesh;
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}
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void VoxelChunkPropData::set_mesh(const Ref<MeshDataResource> &value) {
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_mesh = value;
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}
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Ref<Texture> VoxelChunkPropData::get_mesh_texture() {
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return _texture;
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}
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void VoxelChunkPropData::set_mesh_texture(const Ref<Texture> &value) {
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_texture = value;
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}
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Ref<PropDataLight> VoxelChunkPropData::get_light() {
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return _light;
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}
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void VoxelChunkPropData::set_light(const Ref<PropDataLight> &value) {
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_light = value;
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}
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Ref<PropData> VoxelChunkPropData::get_prop() {
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return _prop;
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}
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void VoxelChunkPropData::set_prop(const Ref<PropData> &value) {
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_prop = value;
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}
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Node *VoxelChunkPropData::get_spawned_prop() const {
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return _spawned_prop;
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}
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void VoxelChunkPropData::set_spawned_prop(Node *value) {
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_spawned_prop = value;
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}
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Node *VoxelChunkPropData::spawn_prop(Node *parent) {
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return NULL;
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}
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void VoxelChunkPropData::free_prop() {
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}
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void VoxelChunkPropData::set_translation_for_chunk(const Ref<VoxelChunk> &chunk, const int local_x, const int local_y, const int local_z) {
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}
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VoxelChunkPropData::VoxelChunkPropData() {
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_x = 0;
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_y = 0;
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_z = 0;
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_scale = Vector3(1, 1, 1);
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_snap_to_mesh = false;
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_snap_axis = Vector3(0, -1, 0);
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_spawned_prop = NULL;
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_scene_id = 0;
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}
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VoxelChunkPropData::~VoxelChunkPropData() {
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_mesh.unref();
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_texture.unref();
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_light.unref();
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_prop.unref();
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_scene.unref();
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_owner.unref();
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}
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void VoxelChunkPropData::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_x"), &VoxelChunkPropData::get_x);
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ClassDB::bind_method(D_METHOD("set_x", "value"), &VoxelChunkPropData::set_x);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "x"), "set_x", "get_x");
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ClassDB::bind_method(D_METHOD("get_y"), &VoxelChunkPropData::get_y);
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ClassDB::bind_method(D_METHOD("set_y", "value"), &VoxelChunkPropData::set_y);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "y"), "set_y", "get_y");
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ClassDB::bind_method(D_METHOD("get_z"), &VoxelChunkPropData::get_z);
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ClassDB::bind_method(D_METHOD("set_z", "value"), &VoxelChunkPropData::set_z);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "z"), "set_z", "get_z");
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ClassDB::bind_method(D_METHOD("get_rotation"), &VoxelChunkPropData::get_rotation);
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ClassDB::bind_method(D_METHOD("set_rotation", "value"), &VoxelChunkPropData::set_rotation);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation"), "set_rotation", "get_rotation");
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ClassDB::bind_method(D_METHOD("get_scale"), &VoxelChunkPropData::get_scale);
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ClassDB::bind_method(D_METHOD("set_scale", "value"), &VoxelChunkPropData::set_scale);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale");
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ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &VoxelChunkPropData::get_snap_to_mesh);
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ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &VoxelChunkPropData::set_snap_to_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
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ClassDB::bind_method(D_METHOD("get_snap_axis"), &VoxelChunkPropData::get_snap_axis);
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ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &VoxelChunkPropData::set_snap_axis);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
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ClassDB::bind_method(D_METHOD("get_owner"), &VoxelChunkPropData::get_owner);
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ClassDB::bind_method(D_METHOD("set_owner", "value"), &VoxelChunkPropData::set_owner);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "owner", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"), "set_owner", "get_owner");
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ClassDB::bind_method(D_METHOD("get_scene_id"), &VoxelChunkPropData::get_scene_id);
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ClassDB::bind_method(D_METHOD("set_scene_id", "value"), &VoxelChunkPropData::set_scene_id);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "scene_id"), "set_scene_id", "get_scene_id");
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ClassDB::bind_method(D_METHOD("get_transform"), &VoxelChunkPropData::get_transform);
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ClassDB::bind_method(D_METHOD("set_transform", "value"), &VoxelChunkPropData::set_transform);
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
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ClassDB::bind_method(D_METHOD("get_spawned_prop"), &VoxelChunkPropData::get_spawned_prop);
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ClassDB::bind_method(D_METHOD("set_spawned_prop", "value"), &VoxelChunkPropData::set_spawned_prop);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "spawned_prop", PROPERTY_HINT_RESOURCE_TYPE, "Node"), "set_spawned_prop", "get_spawned_prop");
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ClassDB::bind_method(D_METHOD("spawn_prop", "parent"), &VoxelChunkPropData::spawn_prop);
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ClassDB::bind_method(D_METHOD("free_prop"), &VoxelChunkPropData::free_prop);
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ClassDB::bind_method(D_METHOD("set_translation_for_chunk", "chunk", "local_x", "local_y", "local_z"), &VoxelChunkPropData::set_translation_for_chunk);
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ClassDB::bind_method(D_METHOD("get_mesh"), &VoxelChunkPropData::get_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "value"), &VoxelChunkPropData::set_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh", "get_mesh");
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ClassDB::bind_method(D_METHOD("get_mesh_texture"), &VoxelChunkPropData::get_mesh_texture);
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ClassDB::bind_method(D_METHOD("set_mesh_texture", "value"), &VoxelChunkPropData::set_mesh_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_mesh_texture", "get_mesh_texture");
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ClassDB::bind_method(D_METHOD("get_light"), &VoxelChunkPropData::get_light);
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ClassDB::bind_method(D_METHOD("set_light", "value"), &VoxelChunkPropData::set_light);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light", PROPERTY_HINT_RESOURCE_TYPE, "PropDataLight"), "set_light", "get_light");
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ClassDB::bind_method(D_METHOD("get_prop"), &VoxelChunkPropData::get_prop);
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ClassDB::bind_method(D_METHOD("set_prop", "value"), &VoxelChunkPropData::set_prop);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "PropData"), "set_prop", "get_prop");
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ClassDB::bind_method(D_METHOD("get_scene"), &VoxelChunkPropData::get_scene);
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ClassDB::bind_method(D_METHOD("set_scene", "value"), &VoxelChunkPropData::set_scene);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene");
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}
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