# Props Module This is a c++ engine module for the Pandemonium Engine. It gives you props, and editor utilities to convert scenes to props. # Optional Dependencies [Mesh Data Resource](https://github.com/Relintai/mesh_data_resource): Support for merged meshes, even in gles2.\ [Texture Packer](https://github.com/Relintai/texture_packer): Prop Instance will use this to merge textures. # PropData Props are basically 3D scenes in a simple format, so other things can easily process them without instancing. For example if you create a building from MeshDataInstances, and then convert that scene to a prop, Voxelman can spawn it, merge it's meshes, and create lods without any scene instancing. PropData is the main class you'll use, it's main purpose it to store a list of PropDataEntries. # PropDataEntries These are the classes that actually store data. They contain 4 methods for scene->prop conversion, namely: ``` //Whether or not this PropDataEntry can process the given Node. virtual bool _processor_handles(Node *node); //Save the given Node into the given prop_data any way you like, at transform. virtual void _processor_process(Ref prop_data, Node *node, const Transform &transform); //Turn PropDataEntry back into a Node virtual Node *_processor_get_node_for(const Transform &transform); //Whether the system should skip evaluating the children of a processes Node or not. See PropDataScene, or PropDataProp. virtual bool _processor_evaluate_children(); ``` # PropInstances PropInstances are not yet finished. They will be able to merge meshes, texture etc from a Prop, and also generate lods for it. Essentially they will be a more advanced MeshInstance. Voxelman implements all of this, just haven't finished porting it yet. # PropUtils Singleton The PropUtils singleton helps with scene->prop conversion. You can register new PropDataEntries as processors, should you need to. # Scene conversion You can either click the new "To Prop" button on the menubar of the 3D scene for a quick conversion, or look into Project->Tools.