2022-03-17 22:33:22 +01:00
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#ifndef TILED_WALL_H
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#define TILED_WALL_H
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2022-03-15 13:29:32 +01:00
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#include "scene/resources/texture.h"
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#include "scene/3d/visual_instance.h"
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#include "core/math/vector3.h"
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class TiledWallData;
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class PropMaterialCache;
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class PropMesher;
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class TiledWall : public GeometryInstance {
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GDCLASS(TiledWall, GeometryInstance);
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public:
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int get_width() const;
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void set_width(const int value);
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int get_heigth() const;
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void set_heigth(const int value);
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Ref<TiledWallData> get_data();
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void set_data(const Ref<TiledWallData> &data);
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bool get_collision() const;
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2023-06-01 13:06:24 +02:00
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void set_collision(const bool value);
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2022-03-15 13:29:32 +01:00
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uint32_t get_collision_layer() const;
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_mask() const;
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void set_collision_mask(uint32_t p_mask);
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AABB get_aabb() const;
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PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void refresh();
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void generate_mesh();
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void clear_mesh();
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void free_mesh();
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void create_colliders();
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void free_colliders();
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TiledWall();
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~TiledWall();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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private:
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int _width;
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int _height;
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bool _collision;
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uint32_t _collision_layer;
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uint32_t _collision_mask;
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Ref<TiledWallData> _data;
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Ref<PropMaterialCache> _cache;
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Ref<PropMesher> _mesher;
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AABB _aabb;
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RID _mesh_rid;
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RID _physics_shape_rid;
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RID _physics_body_rid;
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Array _mesh_array;
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};
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#endif
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