pandemonium_engine/modules/props_2d/prop_2d_instance.h

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#ifndef PROP_2D_INSTANCE_H
#define PROP_2D_INSTANCE_H
#include "scene/main/node_2d.h"
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#include "scene/resources/material/material.h"
#include "core/math/vector3.h"
#include "props/prop_2d_data.h"
class Prop2DInstance : public Node2D {
GDCLASS(Prop2DInstance, Node2D);
public:
Ref<Prop2DData> get_prop_data();
void set_prop_data(const Ref<Prop2DData> &data);
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(Transform2D tarnsform, const Ref<Prop2DData> &prop);
virtual void _prop_preprocess(Transform2D tarnsform, const Ref<Prop2DData> &prop);
Prop2DInstance();
~Prop2DInstance();
protected:
void _notification(int p_what);
static void _bind_methods();
protected:
Ref<Prop2DData> _prop_data;
uint32_t _collision_layer;
uint32_t _collision_mask;
bool _build_queued;
bool _building;
};
#endif