pandemonium_engine/modules/props_2d/prop_2d_instance_merger.h

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2022-03-17 22:33:22 +01:00
#ifndef PROP_2D_INSTANCE_MERGER_H
#define PROP_2D_INSTANCE_MERGER_H
/*
Copyright (c) 2020-2023 Péter Magyar
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 "prop_2d_instance.h"
#include "scene/2d/node_2d.h"
#include "scene/resources/shapes_2d/shape_2d.h"
#include "core/math/vector3.h"
#include "prop_2d_instance_prop_job.h"
#include "props/prop_2d_data.h"
class MeshDataInstance;
class Prop2DInstanceMerger : public Prop2DInstance {
GDCLASS(Prop2DInstanceMerger, Prop2DInstance);
public:
bool get_building();
void set_building(const bool value);
Ref<Prop2DInstanceJob> get_job();
void set_job(const Ref<Prop2DInstanceJob> &job);
//Meshes
RID mesh_get(const int index);
void mesh_add(const RID mesh);
int mesh_get_num() const;
void meshes_clear();
void meshes_create(const int num);
Vector<Variant> meshes_get();
void meshes_set(const Vector<Variant> &meshes);
//Colliders
Transform2D collider_local_transform_get(const int index);
RID collider_body_get(const int index);
Ref<Shape2D> collider_shape_get(const int index);
RID collider_shape_rid_get(const int index);
int collider_add(const Transform2D &local_transform, const Ref<Shape2D> &shape, const RID &shape_rid, const RID &body, const bool owns_shape = false);
int collider_get_num() const;
void colliders_clear();
Vector<Variant> colliders_get();
void colliders_set(const Vector<Variant> &colliders);
//Debug
void debug_mesh_allocate();
void debug_mesh_free();
bool debug_mesh_has();
void debug_mesh_clear();
void debug_mesh_array_clear();
void debug_mesh_add_vertices_to(const PoolVector2Array &arr);
void debug_mesh_send();
void draw_debug_mdr_colliders();
void free_meshes();
void free_colliders();
virtual void _init_materials();
virtual void _build();
virtual void _build_finished();
void _prop_preprocess(Transform2D tarnsform, const Ref<Prop2DData> &prop);
void collision_layer_changed();
void collision_mask_changed();
virtual void _create_job();
Prop2DInstanceMerger();
~Prop2DInstanceMerger();
protected:
void _notification(int p_what);
static void _bind_methods();
protected:
struct ColliderBody {
Transform2D transform;
RID body;
Ref<Shape2D> shape;
RID shape_rid;
bool owns_shape;
ColliderBody() {
owns_shape = false;
}
};
private:
bool _build_queued;
bool _building;
Transform2D _last_transform;
Ref<Prop2DInstanceProp2DJob> _job;
Vector<RID> _meshes;
Vector<ColliderBody> _colliders;
//debug
RID _debug_mesh_rid;
PoolVector2Array _debug_mesh_array;
};
#endif