#ifndef TILED_WALL_H #define TILED_WALL_H /* Copyright (c) 2020-2022 Péter Magyar 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 get_data(); void set_data(const Ref &data); bool get_collision() const; void set_collision(const int 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 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 _data; Ref _cache; Ref _mesher; AABB _aabb; RID _mesh_rid; RID _physics_shape_rid; RID _physics_body_rid; Array _mesh_array; }; #endif