pandemonium_engine/modules/props/prop_instance.h

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#ifndef PROP_INSTANCE_H
#define PROP_INSTANCE_H
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/*************************************************************************/
/* prop_instance.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 "scene/main/spatial.h"
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#include "scene/resources/material/material.h"
#include "core/math/vector3.h"
#include "props/prop_data.h"
class PropInstance : public Spatial {
GDCLASS(PropInstance, Spatial);
public:
Ref<PropData> get_prop_data();
void set_prop_data(const Ref<PropData> &data);
Ref<Material> get_material();
void set_material(const Ref<Material> &material);
uint32_t get_collision_layer() const;
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_mask() const;
void set_collision_mask(uint32_t p_mask);
virtual void collision_layer_changed();
virtual void collision_mask_changed();
void init_materials();
virtual void _init_materials();
void build();
void queue_build();
void build_finished();
virtual void _build();
virtual void _build_finished();
void prop_preprocess(Transform tarnsform, const Ref<PropData> &prop);
virtual void _prop_preprocess(Transform tarnsform, const Ref<PropData> &prop);
PropInstance();
~PropInstance();
protected:
void _notification(int p_what);
static void _bind_methods();
protected:
Ref<PropData> _prop_data;
Ref<Material> _material;
uint32_t _collision_layer;
uint32_t _collision_mask;
bool _build_queued;
bool _building;
};
#endif