godot_voxel/voxel_provider.cpp

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#include "voxel_provider.h"
#include "voxel_map.h"
void VoxelProvider::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i block_pos) {
ERR_FAIL_COND(out_buffer.is_null());
ScriptInstance * script = get_script_instance();
if(script) {
// Call script to generate buffer
Variant arg1 = out_buffer;
Variant arg2 = block_pos.to_vec3();
const Variant * args[2] = { &arg1, &arg2 };
//Variant::CallError err; // wut
script->call_multilevel("emerge_block", args, 2);
}
}
void VoxelProvider::immerge_block(Ref<VoxelBuffer> buffer, Vector3i block_pos) {
ERR_FAIL_COND(buffer.is_null());
ScriptInstance * script = get_script_instance();
if(script) {
// Call script to save buffer
Variant arg1 = buffer;
Variant arg2 = block_pos.to_vec3();
const Variant * args[2] = { &arg1, &arg2 };
//Variant::CallError err; // wut
script->call_multilevel("immerge_block", args, 2);
}
}
void VoxelProvider::_emerge_block(Ref<VoxelBuffer> out_buffer, Vector3 block_pos) {
emerge_block(out_buffer, Vector3i(block_pos));
}
void VoxelProvider::_immerge_block(Ref<VoxelBuffer> buffer, Vector3 block_pos) {
immerge_block(buffer, Vector3i(block_pos));
}
void VoxelProvider::_bind_methods() {
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ClassDB::bind_method(D_METHOD("emerge_block", "out_buffer:VoxelBuffer", "block_pos:Vector3"), &VoxelProvider::_emerge_block);
ClassDB::bind_method(D_METHOD("immerge_block", "buffer:VoxelBuffer", "block_pos:Vector3"), &VoxelProvider::_immerge_block);
}