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https://github.com/Relintai/props.git
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95 lines
2.5 KiB
C
95 lines
2.5 KiB
C
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/*
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Copyright (c) 2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef TILED_WALL_H
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#define TILED_WALL_H
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#include "core/version.h"
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#include "scene/resources/texture.h"
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#if VERSION_MAJOR < 4
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#include "scene/3d/visual_instance.h"
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#else
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#include "scene/3d/node_3d.h"
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#define SpatialMaterial StandardMaterial3D
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#define Spatial Node3D
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#define Texture Texture2D
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#endif
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#include "core/math/vector3.h"
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class PropInstance;
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class TiledWall : public GeometryInstance {
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GDCLASS(TiledWall, GeometryInstance);
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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_heigt() const;
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void set_heigt(const int value);
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//array textures
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//array flavour textures
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//this class->add merger
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//merge tex then:
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//mesher->draw_tiled_wall(width, height, transform, array texture_rects, array flavour texture_rects, int tilemode)
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//for propinstancemerger-> same, in diff thread
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//job->add_wall()->add in the propentry + a transform -> can be easily meshed
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//get_faces -> keep mesh in mesher -> query
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Ref<Texture> get_texture();
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void set_texture(const Ref<Texture> &texture);
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Ref<Material> get_material();
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void set_material(const Ref<Material> &mat);
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AABB get_aabb() const;
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PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void refresh();
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void setup_material_texture();
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void free_meshes();
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TiledWall();
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~TiledWall();
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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<Texture> _texture;
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Ref<Material> _material;
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RID _mesh_rid;
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};
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#endif
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