#ifndef PROP_UTILS_H #define PROP_UTILS_H #include "core/object/object.h" #include "core/object/reference.h" #include "core/containers/vector.h" #include "scene/main/spatial.h" #include "scene/main/node.h" class PropData; class PropDataEntry; class Room; class PropUtils : public Object { GDCLASS(PropUtils, Object); public: static PropUtils *get_singleton(); Ref convert_tree(Node *root); void _convert_tree(Ref prop_data, Node *node, const Transform &transform); bool generate_room_points_node(Node *node); void generate_room_points(Room *room); void get_mesh_arrays(Node *node, Vector> *arrs); bool is_plane_unique(const PoolVector &planes, const Plane &p); static int add_processor(const Ref &processor); static Ref get_processor(const int index); static void swap_processors(const int index1, const int index2); static void remove_processor(const int index); static int get_processor_count(); PropUtils(); ~PropUtils(); protected: static void _bind_methods(); private: int _add_processor_bind(const Ref &processor); Ref _get_processor_bind(const int index); void _swap_processors_bind(const int index1, const int index2); void _remove_processor_bind(const int index); int _get_processor_count_bind(); static Vector> _processors; static PropUtils *_instance; }; #endif