#ifndef PROP_UTILS_H #define PROP_UTILS_H /*************************************************************************/ /* prop_utils.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 "core/containers/vector.h" #include "core/object/object.h" #include "core/object/reference.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