pandemonium_engine/modules/terraman/areas/terrain_world_area.h

76 lines
3.1 KiB
C++

#ifndef TERRAIN_WORLD_AREA_H
#define TERRAIN_WORLD_AREA_H
/*************************************************************************/
/* terrain_world_area.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/object/reference.h"
#include "core/string/ustring.h"
#include "core/math/aabb.h"
#include "scene/resources/texture.h"
class TerrainWorldArea : public Reference {
GDCLASS(TerrainWorldArea, Reference);
public:
AABB get_aabb() const;
void set_aabb(const AABB value);
Ref<Texture> get_map_texture() const;
void set_map_texture(const Ref<Texture> &value);
Ref<Texture> get_fov_texture() const;
void set_fov_texture(const Ref<Texture> &value);
String get_name() const;
void set_name(const String &value);
int get_level() const;
void set_level(const int value);
TerrainWorldArea();
~TerrainWorldArea();
private:
static void _bind_methods();
private:
AABB _aabb;
Ref<Texture> _map_texture;
Ref<Texture> _fov_texture;
String _name;
int _level;
};
#endif