mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
151 lines
5.2 KiB
C++
151 lines
5.2 KiB
C++
#include "voxel_chunk_prop_data.h"
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int VoxelChunkPropData::get_x() {
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return _x;
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}
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void VoxelChunkPropData::set_x(int value) {
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_x = value;
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}
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int VoxelChunkPropData::get_y() {
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return _y;
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}
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void VoxelChunkPropData::set_y(int value) {
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_y = value;
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}
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int VoxelChunkPropData::get_z() {
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return _z;
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}
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void VoxelChunkPropData::set_z(int value) {
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_z = value;
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}
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Vector3 VoxelChunkPropData::get_rotation() {
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return _rotation;
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}
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void VoxelChunkPropData::set_rotation(Vector3 value) {
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_rotation = value;
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}
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Vector3 VoxelChunkPropData::get_scale() {
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return _scale;
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}
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void VoxelChunkPropData::set_scale(Vector3 value) {
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_scale = value;
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}
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bool VoxelChunkPropData::get_snap_to_mesh() {
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return _snap_to_mesh;
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}
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void VoxelChunkPropData::set_snap_to_mesh(bool value) {
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_snap_to_mesh = value;
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}
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Vector3 VoxelChunkPropData::get_snap_axis() {
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return _snap_axis;
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}
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void VoxelChunkPropData::set_snap_axis(Vector3 value) {
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_snap_axis = value;
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}
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Ref<MeshDataResource> VoxelChunkPropData::get_mesh() const {
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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() const {
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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<VoxelmanPropLight> VoxelChunkPropData::get_light() const {
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return _light;
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}
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void VoxelChunkPropData::set_light(const Ref<VoxelmanPropLight> value) {
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_light = value;
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}
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Ref<VoxelmanProp> VoxelChunkPropData::get_prop() const {
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return _prop;
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}
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void VoxelChunkPropData::set_prop(const Ref<VoxelmanProp> value) {
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_prop = value;
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}
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Ref<PackedScene> VoxelChunkPropData::get_scene() const {
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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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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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}
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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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}
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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_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, "VoxelmanPropLight"), "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, "VoxelmanProp"), "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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