pandemonium_engine/modules/props/singleton/prop_utils.h

55 lines
1.4 KiB
C++

#ifndef PROP_UTILS_H
#define PROP_UTILS_H
#include "core/object/object.h"
#include "core/object/reference.h"
#include "core/containers/vector.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<PropData> convert_tree(Node *root);
void _convert_tree(Ref<PropData> 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<PoolVector<Vector3>> *arrs);
bool is_plane_unique(const PoolVector<Plane> &planes, const Plane &p);
static int add_processor(const Ref<PropDataEntry> &processor);
static Ref<PropDataEntry> 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<PropDataEntry> &processor);
Ref<PropDataEntry> _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<Ref<PropDataEntry>> _processors;
static PropUtils *_instance;
};
#endif