pandemonium_engine/modules/props/singleton/prop_utils.h

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#ifndef PROP_UTILS_H
#define PROP_UTILS_H
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/*************************************************************************/
/* prop_utils.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. */
/*************************************************************************/
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#include "core/containers/vector.h"
#include "core/object/object.h"
#include "core/object/reference.h"
#include "scene/main/spatial.h"
#include "scene/main/node.h"
class PropData;
class PropDataEntry;
class Room;
class PropUtils : public Object {
GDCLASS(PropUtils, Object);
public:
static PropUtils *get_singleton();
Ref<PropData> convert_tree(Node *root);
void _convert_tree(Ref<PropData> prop_data, Node *node, const Transform &transform);
bool generate_room_points_node(Node *node);
void generate_room_points(Room *room);
void get_mesh_arrays(Node *node, Vector<PoolVector<Vector3>> *arrs);
bool is_plane_unique(const PoolVector<Plane> &planes, const Plane &p);
static int add_processor(const Ref<PropDataEntry> &processor);
static Ref<PropDataEntry> get_processor(const int index);
static void swap_processors(const int index1, const int index2);
static void remove_processor(const int index);
static int get_processor_count();
PropUtils();
~PropUtils();
protected:
static void _bind_methods();
private:
int _add_processor_bind(const Ref<PropDataEntry> &processor);
Ref<PropDataEntry> _get_processor_bind(const int index);
void _swap_processors_bind(const int index1, const int index2);
void _remove_processor_bind(const int index);
int _get_processor_count_bind();
static Vector<Ref<PropDataEntry>> _processors;
static PropUtils *_instance;
};
#endif