mirror of
https://github.com/Relintai/pandemonium_engine.git
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94 lines
3.5 KiB
C++
94 lines
3.5 KiB
C++
#ifndef PROP_INSTANCE_H
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#define PROP_INSTANCE_H
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/*************************************************************************/
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/* prop_instance.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/main/spatial.h"
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#include "scene/resources/material/material.h"
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#include "core/math/vector3.h"
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#include "props/prop_data.h"
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class PropInstance : public Spatial {
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GDCLASS(PropInstance, Spatial);
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public:
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Ref<PropData> get_prop_data();
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void set_prop_data(const Ref<PropData> &data);
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Ref<Material> get_material();
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void set_material(const Ref<Material> &material);
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uint32_t get_collision_layer() const;
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_mask() const;
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void set_collision_mask(uint32_t p_mask);
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virtual void collision_layer_changed();
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virtual void collision_mask_changed();
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void init_materials();
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virtual void _init_materials();
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void build();
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void queue_build();
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void build_finished();
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virtual void _build();
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virtual void _build_finished();
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void prop_preprocess(Transform tarnsform, const Ref<PropData> &prop);
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virtual void _prop_preprocess(Transform tarnsform, const Ref<PropData> &prop);
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PropInstance();
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~PropInstance();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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protected:
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Ref<PropData> _prop_data;
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Ref<Material> _material;
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uint32_t _collision_layer;
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uint32_t _collision_mask;
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bool _build_queued;
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bool _building;
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};
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#endif
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