mirror of
https://github.com/Relintai/pandemonium_engine.git
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104 lines
3.7 KiB
C++
104 lines
3.7 KiB
C++
#ifndef PROP_DATA_H
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#define PROP_DATA_H
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/*************************************************************************/
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/* prop_data.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 "core/containers/vector.h"
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#include "core/math/transform.h"
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#include "core/object/reference.h"
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#include "core/math/rect2.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "prop_data_entry.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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#include "../../texture_packer/texture_packer.h"
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#endif
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class PropData : public Resource {
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GDCLASS(PropData, Resource);
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public:
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int get_id() const;
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void set_id(const int value);
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bool get_snap_to_mesh() const;
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void set_snap_to_mesh(const bool value);
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Vector3 get_snap_axis() const;
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void set_snap_axis(const Vector3 &value);
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Ref<PropDataEntry> get_prop(const int index) const;
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void set_prop(const int index, const Ref<PropDataEntry> prop);
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void add_prop(const Ref<PropDataEntry> prop);
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void remove_prop(const int index);
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int get_prop_count() const;
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Vector<Variant> get_props();
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void set_props(const Vector<Variant> &props);
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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void add_textures_into(Ref<TexturePacker> texture_packer);
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#endif
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bool get_is_room() const;
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void set_is_room(const bool value);
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PoolVector3Array get_room_bounds();
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void set_room_bounds(const PoolVector3Array &bounds);
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void copy_from(const Ref<PropData> &prop_data);
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PropData();
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~PropData();
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protected:
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static void _bind_methods();
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private:
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int _id;
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Vector<Ref<PropDataEntry>> _props;
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bool _is_room;
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PoolVector3Array _room_bounds;
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};
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#endif
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