pandemonium_engine/modules/props_2d/prop_2d_instance_merger.h

112 lines
2.4 KiB
C++

#ifndef PROP_2D_INSTANCE_MERGER_H
#define PROP_2D_INSTANCE_MERGER_H
#include "prop_2d_instance.h"
#include "scene/main/node_2d.h"
#include "scene/resources/shapes_2d/shape_2d.h"
#include "core/math/vector3.h"
#include "prop_2d_instance_prop_job.h"
#include "props/prop_2d_data.h"
class MeshDataInstance;
class Prop2DInstanceMerger : public Prop2DInstance {
GDCLASS(Prop2DInstanceMerger, Prop2DInstance);
public:
bool get_building();
void set_building(const bool value);
Ref<Prop2DInstanceJob> get_job();
void set_job(const Ref<Prop2DInstanceJob> &job);
//Meshes
RID mesh_get(const int index);
void mesh_add(const RID mesh);
int mesh_get_num() const;
void meshes_clear();
void meshes_create(const int num);
Vector<Variant> meshes_get();
void meshes_set(const Vector<Variant> &meshes);
//Colliders
Transform2D collider_local_transform_get(const int index);
RID collider_body_get(const int index);
Ref<Shape2D> collider_shape_get(const int index);
RID collider_shape_rid_get(const int index);
int collider_add(const Transform2D &local_transform, const Ref<Shape2D> &shape, const RID &shape_rid, const RID &body, const bool owns_shape = false);
int collider_get_num() const;
void colliders_clear();
Vector<Variant> colliders_get();
void colliders_set(const Vector<Variant> &colliders);
//Debug
void debug_mesh_allocate();
void debug_mesh_free();
bool debug_mesh_has();
void debug_mesh_clear();
void debug_mesh_array_clear();
void debug_mesh_add_vertices_to(const PoolVector2Array &arr);
void debug_mesh_send();
void draw_debug_mdr_colliders();
void free_meshes();
void free_colliders();
virtual void _init_materials();
virtual void _build();
virtual void _build_finished();
void _prop_preprocess(Transform2D tarnsform, const Ref<Prop2DData> &prop);
void collision_layer_changed();
void collision_mask_changed();
virtual void _create_job();
Prop2DInstanceMerger();
~Prop2DInstanceMerger();
protected:
void _notification(int p_what);
static void _bind_methods();
protected:
struct ColliderBody {
Transform2D transform;
RID body;
Ref<Shape2D> shape;
RID shape_rid;
bool owns_shape;
ColliderBody() {
owns_shape = false;
}
};
private:
bool _build_queued;
bool _building;
Transform2D _last_transform;
Ref<Prop2DInstanceProp2DJob> _job;
Vector<RID> _meshes;
Vector<ColliderBody> _colliders;
//debug
RID _debug_mesh_rid;
PoolVector2Array _debug_mesh_array;
};
#endif