#include "voxel_generator_script.h" #include "../constants/voxel_string_names.h" #include "../util/godot/funcs.h" VoxelGeneratorScript::VoxelGeneratorScript() { } VoxelGenerator::Result VoxelGeneratorScript::generate_block(VoxelBlockRequest &input) { Result result; Variant ret; // Create a temporary wrapper so Godot can pass it to scripts Ref buffer_wrapper; buffer_wrapper.instance(); buffer_wrapper->get_buffer().copy_format(input.voxel_buffer); buffer_wrapper->get_buffer().create(input.voxel_buffer.get_size()); try_call_script(this, VoxelStringNames::get_singleton()->_generate_block, buffer_wrapper, input.origin_in_voxels.to_vec3(), input.lod, &ret); // The wrapper is discarded buffer_wrapper->get_buffer().move_to(input.voxel_buffer); // We may expose this to scripts the day it actually gets used // if (ret.get_type() == Variant::DICTIONARY) { // Dictionary d = ret; // result.max_lod_hint = d.get("max_lod_hint", false); // } return result; } int VoxelGeneratorScript::get_used_channels_mask() const { Variant ret; if (try_call_script(this, VoxelStringNames::get_singleton()->_get_used_channels_mask, nullptr, 0, &ret)) { return ret; } return 0; } void VoxelGeneratorScript::_bind_methods() { BIND_VMETHOD(MethodInfo("_generate_block", PropertyInfo(Variant::OBJECT, "out_buffer", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT, "VoxelBuffer"), PropertyInfo(Variant::VECTOR3, "origin_in_voxels"), PropertyInfo(Variant::INT, "lod"))); BIND_VMETHOD(MethodInfo(Variant::INT, "_get_used_channels_mask")); }