pandemonium_engine/modules/props/prop_instance.h

64 lines
1.3 KiB
C++

#ifndef PROP_INSTANCE_H
#define PROP_INSTANCE_H
#include "scene/main/spatial.h"
#include "scene/resources/material/material.h"
#include "core/math/vector3.h"
#include "props/prop_data.h"
class PropInstance : public Spatial {
GDCLASS(PropInstance, Spatial);
public:
Ref<PropData> get_prop_data();
void set_prop_data(const Ref<PropData> &data);
Ref<Material> get_material();
void set_material(const Ref<Material> &material);
uint32_t get_collision_layer() const;
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_mask() const;
void set_collision_mask(uint32_t p_mask);
virtual void collision_layer_changed();
virtual void collision_mask_changed();
void init_materials();
virtual void _init_materials();
void build();
void queue_build();
void build_finished();
virtual void _build();
virtual void _build_finished();
void prop_preprocess(Transform tarnsform, const Ref<PropData> &prop);
virtual void _prop_preprocess(Transform tarnsform, const Ref<PropData> &prop);
PropInstance();
~PropInstance();
protected:
void _notification(int p_what);
static void _bind_methods();
protected:
Ref<PropData> _prop_data;
Ref<Material> _material;
uint32_t _collision_layer;
uint32_t _collision_mask;
bool _build_queued;
bool _building;
};
#endif