#ifndef PROP_INSTANCE_H #define PROP_INSTANCE_H /*************************************************************************/ /* prop_instance.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/main/spatial.h" #include "scene/resources/material/material.h" #include "core/math/vector3.h" #include "props/prop_data.h" class PropInstance : public Spatial { GDCLASS(PropInstance, Spatial); public: Ref get_prop_data(); void set_prop_data(const Ref &data); Ref get_material(); void set_material(const Ref &material); 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(Transform tarnsform, const Ref &prop); virtual void _prop_preprocess(Transform tarnsform, const Ref &prop); PropInstance(); ~PropInstance(); protected: void _notification(int p_what); static void _bind_methods(); protected: Ref _prop_data; Ref _material; uint32_t _collision_layer; uint32_t _collision_mask; bool _build_queued; bool _building; }; #endif