#ifndef TILED_WALL_H #define TILED_WALL_H #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 bool 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