voxelman/clutter/ground_clutter.cpp

51 lines
2.1 KiB
C++

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