#ifndef TILED_WALL_H #define TILED_WALL_H /*************************************************************************/ /* tiled_wall.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/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