pandemonium_engine/modules/props/tiled_wall/tiled_wall_data.h

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#ifndef TILED_WALL_DATA_H
#define TILED_WALL_DATA_H
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/*************************************************************************/
/* tiled_wall_data.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/containers/vector.h"
#include "core/object/reference.h"
#include "core/math/rect2.h"
#include "core/math/transform.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
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#include "scene/resources/material/material.h"
#include "scene/resources/texture.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_TEXTURE_PACKER_ENABLED
#include "../../texture_packer/texture_packer.h"
#endif
class PropMaterialCache;
class PropMesher;
#ifdef MODULE_ENTITY_SPELL_SYSTEM_ENABLED
class ESSMaterialCache;
#endif
#ifdef MODULE_FASTNOISE_ENABLED
class FastnoiseNoiseParams;
#endif
class TiledWallData : public Resource {
GDCLASS(TiledWallData, Resource);
public:
enum TiledWallTilingType {
TILED_WALL_TILING_TYPE_NONE = 0,
TILED_WALL_TILING_TYPE_HORIZONTAL,
TILED_WALL_TILING_TYPE_VERTICAL,
TILED_WALL_TILING_TYPE_BOTH
};
enum TiledWallColliderType {
TILED_WALL_COLLIDER_TYPE_NONE = 0,
TILED_WALL_COLLIDER_TYPE_PLANE,
TILED_WALL_COLLIDER_TYPE_BOX,
TILED_WALL_COLLIDER_TYPE_CONVEX_MESH,
TILED_WALL_COLLIDER_TYPE_CONCAVE_MESH
};
struct TextureEntry {
Ref<Texture> texture;
float y_size;
float z_offset;
int texture_scale;
TextureEntry() {
y_size = 1;
z_offset = 0;
texture_scale = 1;
}
TextureEntry(const Ref<Texture> &p_texture, const float p_y_size = 1, const float p_z_offset = 0, const float p_texture_scale = 0) {
texture = p_texture;
y_size = p_y_size;
z_offset = p_z_offset;
texture_scale = p_texture_scale;
}
};
static const String BINDING_STRING_TILED_WALL_TILING_TYPE;
static const String BINDING_STRING_TILED_WALL_COLLIDER_TYPE;
public:
TiledWallTilingType get_tiling_type() const;
void set_tiling_type(const TiledWallTilingType value);
TiledWallColliderType get_collider_type() const;
void set_collider_type(const TiledWallColliderType value);
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float get_collider_z_offset();
void set_collider_z_offset(const float val);
//textures
void add_tile(const Ref<Texture> &texture, const float y_size = 1, const float z_offset = 0, const int texture_scale = 1);
void remove_tile(const int index);
TextureEntry get_tile(const int index) const;
Ref<Texture> get_tile_texture(const int index) const;
void set_tile_texture(const int index, const Ref<Texture> &texture);
float get_tile_y_size(const int index) const;
void set_tile_y_size(const int index, const float val);
float get_tile_z_offset(const int index) const;
void set_tile_z_offset(const int index, const float val);
int get_tile_texture_scale(const int index) const;
void set_tile_texture_scale(const int index, const int val);
int get_tile_count() const;
void set_tile_count(const int count);
//flavour_textures
void add_flavour_tile(const Ref<Texture> &texture, const float y_size = 1, const float z_offset = 0, const int texture_scale = 1);
void remove_flavour_tile(const int index);
TextureEntry get_flavour_tile(const int index) const;
Ref<Texture> get_flavour_tile_texture(const int index) const;
void set_flavour_tile_texture(const int index, const Ref<Texture> &texture);
float get_flavour_tile_y_size(const int index) const;
void set_flavour_tile_y_size(const int index, const float val);
float get_flavour_tile_z_offset(const int index) const;
void set_flavour_tile_z_offset(const int index, const float val);
int get_flavour_tile_texture_scale(const int index) const;
void set_flavour_tile_texture_scale(const int index, const int val);
int get_flavour_tile_count() const;
void set_flavour_tile_count(const int count);
float get_flavour_tile_chance() const;
void set_flavour_tile_chance(const float value);
#ifdef MODULE_FASTNOISE_ENABLED
Ref<FastnoiseNoiseParams> get_offset_noise();
void set_offset_noise(const Ref<FastnoiseNoiseParams> &val);
float get_offset_noise_strength() const;
void set_offset_noise_strength(const float val);
bool get_offset_noise_randomize_seed() const;
void set_offset_noise_randomize_seed(const bool val);
bool get_offset_noise_skip_edges() const;
void set_offset_noise_skip_edges(const bool val);
#endif
//materials
void material_add(const Ref<Material> &value);
void material_set(const int index, const Ref<Material> &value);
void material_remove(const int index);
int material_get_num() const;
void materials_clear();
Vector<Variant> materials_get();
void materials_set(const Vector<Variant> &materials);
#ifdef MODULE_TEXTURE_PACKER_ENABLED
void add_textures_into(Ref<TexturePacker> texture_packer);
#endif
void setup_cache(Ref<PropMaterialCache> cache);
void _setup_cache(Ref<PropMaterialCache> cache);
#ifdef MODULE_ENTITY_SPELL_SYSTEM_ENABLED
void setup_ess_cache(Ref<ESSMaterialCache> cache);
void _setup_ess_cache(Ref<ESSMaterialCache> cache);
#endif
void copy_from(const Ref<TiledWallData> &tiled_wall_data);
//Ref<Shape> get_collider_shape();
TiledWallData();
~TiledWallData();
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
private:
TiledWallTilingType _tiling_type;
TiledWallColliderType _collider_type;
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float _collider_z_offset;
Vector<TextureEntry> _tiles;
Vector<TextureEntry> _flavour_tiles;
float _flavour_chance;
#ifdef MODULE_FASTNOISE_ENABLED
Ref<FastnoiseNoiseParams> _offset_noise;
float _offset_noise_strength;
bool _offset_noise_randomize_seed;
bool _offset_noise_skip_edges;
#endif
Vector<Ref<Material>> _materials;
};
VARIANT_ENUM_CAST(TiledWallData::TiledWallTilingType);
VARIANT_ENUM_CAST(TiledWallData::TiledWallColliderType);
#endif