#ifndef PROP_INSTANCE_H #define PROP_INSTANCE_H #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