mirror of
https://github.com/Relintai/pandemonium_engine.git
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109 lines
3.6 KiB
C++
109 lines
3.6 KiB
C++
#ifndef TILED_WALL_2D_H
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#define TILED_WALL_2D_H
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/*************************************************************************/
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/* tiled_wall_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/resources/texture.h"
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#include "scene/main/node_2d.h"
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#include "core/math/vector3.h"
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class TiledWall2DData;
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class Prop2DMaterialCache;
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class Prop2DMesher;
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class TiledWall2D : public Node2D {
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GDCLASS(TiledWall2D, Node2D);
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public:
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int get_width() const;
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void set_width(const int value);
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int get_heigth() const;
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void set_heigth(const int value);
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Ref<TiledWall2DData> get_data();
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void set_data(const Ref<TiledWall2DData> &data);
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Rect2 get_rect() const;
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PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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Transform2D get_mesh_transform() const;
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void set_mesh_transform(const Transform2D &value);
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#ifdef TOOLS_ENABLED
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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virtual bool _edit_use_rect() const;
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virtual Rect2 _edit_get_rect() const;
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#endif
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void refresh();
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void generate_mesh();
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void clear_mesh();
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void free_mesh();
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void draw();
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TiledWall2D();
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~TiledWall2D();
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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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private:
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int _width;
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int _height;
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Ref<TiledWall2DData> _data;
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Ref<Prop2DMaterialCache> _cache;
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Ref<Prop2DMesher> _mesher;
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AABB _aabb;
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RID _mesh_rid;
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RID _texture_rid;
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Rect2 _rect;
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Array _mesh_array;
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Transform2D _mesh_transform;
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#ifdef TOOLS_ENABLED
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Vector<Point2> _editor_selection_points;
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#endif
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};
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#endif
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