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https://github.com/Relintai/pandemonium_engine.git
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55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
#ifndef PROP_UTILS_H
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#define PROP_UTILS_H
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#include "core/object/object.h"
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#include "core/object/reference.h"
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#include "core/containers/vector.h"
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#include "scene/main/spatial.h"
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#include "scene/main/node.h"
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class PropData;
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class PropDataEntry;
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class Room;
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class PropUtils : public Object {
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GDCLASS(PropUtils, Object);
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public:
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static PropUtils *get_singleton();
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Ref<PropData> convert_tree(Node *root);
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void _convert_tree(Ref<PropData> prop_data, Node *node, const Transform &transform);
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bool generate_room_points_node(Node *node);
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void generate_room_points(Room *room);
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void get_mesh_arrays(Node *node, Vector<PoolVector<Vector3>> *arrs);
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bool is_plane_unique(const PoolVector<Plane> &planes, const Plane &p);
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static int add_processor(const Ref<PropDataEntry> &processor);
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static Ref<PropDataEntry> get_processor(const int index);
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static void swap_processors(const int index1, const int index2);
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static void remove_processor(const int index);
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static int get_processor_count();
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PropUtils();
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~PropUtils();
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protected:
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static void _bind_methods();
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private:
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int _add_processor_bind(const Ref<PropDataEntry> &processor);
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Ref<PropDataEntry> _get_processor_bind(const int index);
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void _swap_processors_bind(const int index1, const int index2);
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void _remove_processor_bind(const int index);
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int _get_processor_count_bind();
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static Vector<Ref<PropDataEntry>> _processors;
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static PropUtils *_instance;
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};
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#endif
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