pandemonium_engine/modules/props/tiled_wall/tiled_wall.h

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2022-03-17 22:33:22 +01:00
#ifndef TILED_WALL_H
#define TILED_WALL_H
2023-12-18 00:18:53 +01:00
/*************************************************************************/
/* tiled_wall.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/resources/texture.h"
#include "scene/3d/visual_instance.h"
#include "core/math/vector3.h"
class TiledWallData;
class PropMaterialCache;
class PropMesher;
class TiledWall : public GeometryInstance {
GDCLASS(TiledWall, GeometryInstance);
public:
int get_width() const;
void set_width(const int value);
int get_heigth() const;
void set_heigth(const int value);
Ref<TiledWallData> get_data();
void set_data(const Ref<TiledWallData> &data);
bool get_collision() const;
void set_collision(const bool value);
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);
AABB get_aabb() const;
PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
void refresh();
void generate_mesh();
void clear_mesh();
void free_mesh();
void create_colliders();
void free_colliders();
TiledWall();
~TiledWall();
protected:
void _notification(int p_what);
static void _bind_methods();
private:
int _width;
int _height;
bool _collision;
uint32_t _collision_layer;
uint32_t _collision_mask;
Ref<TiledWallData> _data;
Ref<PropMaterialCache> _cache;
Ref<PropMesher> _mesher;
AABB _aabb;
RID _mesh_rid;
RID _physics_shape_rid;
RID _physics_body_rid;
Array _mesh_array;
};
#endif