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https://github.com/Relintai/pandemonium_engine.git
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84 lines
2.3 KiB
C++
84 lines
2.3 KiB
C++
#ifndef PROP_INSTANCE_H
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#define PROP_INSTANCE_H
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/*
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Copyright (c) 2020-2023 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "scene/3d/spatial.h"
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#include "scene/resources/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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