pandemonium_engine/modules/props_2d/tiled_wall/tiled_wall_2d.h

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#ifndef TILED_WALL_2D_H
#define TILED_WALL_2D_H
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/*************************************************************************/
/* tiled_wall_2d.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/main/node_2d.h"
#include "core/math/vector3.h"
class TiledWall2DData;
class Prop2DMaterialCache;
class Prop2DMesher;
class TiledWall2D : public Node2D {
GDCLASS(TiledWall2D, Node2D);
public:
int get_width() const;
void set_width(const int value);
int get_heigth() const;
void set_heigth(const int value);
Ref<TiledWall2DData> get_data();
void set_data(const Ref<TiledWall2DData> &data);
Rect2 get_rect() const;
PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
Transform2D get_mesh_transform() const;
void set_mesh_transform(const Transform2D &value);
#ifdef TOOLS_ENABLED
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
virtual bool _edit_use_rect() const;
virtual Rect2 _edit_get_rect() const;
#endif
void refresh();
void generate_mesh();
void clear_mesh();
void free_mesh();
void draw();
TiledWall2D();
~TiledWall2D();
protected:
void _notification(int p_what);
static void _bind_methods();
private:
int _width;
int _height;
Ref<TiledWall2DData> _data;
Ref<Prop2DMaterialCache> _cache;
Ref<Prop2DMesher> _mesher;
AABB _aabb;
RID _mesh_rid;
RID _texture_rid;
Rect2 _rect;
Array _mesh_array;
Transform2D _mesh_transform;
#ifdef TOOLS_ENABLED
Vector<Point2> _editor_selection_points;
#endif
};
#endif