#ifndef PROP_DATA_SCENE_H #define PROP_DATA_SCENE_H /* Copyright (c) 2019-2022 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 "core/math/vector3.h" #include "prop_data_entry.h" #include "scene/resources/packed_scene.h" class PropDataScene : public PropDataEntry { GDCLASS(PropDataScene, PropDataEntry); public: Ref get_scene(); void set_scene(const Ref &value); bool get_snap_to_mesh(); void set_snap_to_mesh(bool value); Vector3 get_snap_axis(); void set_snap_axis(Vector3 value); bool _processor_handles(Node *node); void _processor_process(Ref prop_data, Node *node, const Transform &transform); Node *_processor_get_node_for(const Transform &transform); PropDataScene(); ~PropDataScene(); protected: static void _bind_methods(); private: bool _snap_to_mesh; Vector3 _snap_axis; Ref _scene; }; #endif