/* Copyright (c) 2019-2021 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef PROP_UTILS_H #define PROP_UTILS_H #include "core/version.h" #if VERSION_MAJOR > 3 #include "core/object/object.h" #include "core/object/reference.h" #include "core/templates/vector.h" #include "scene/3d/node_3d.h" #else #include "core/object.h" #include "core/reference.h" #include "core/vector.h" #include "scene/3d/spatial.h" #endif #include "scene/main/node.h" class PropData; class PropDataEntry; class Room; class PropUtils : public Object { GDCLASS(PropUtils, Object); public: static PropUtils *get_singleton(); Ref convert_tree(Node *root); void _convert_tree(Ref prop_data, Node *node, const Transform &transform); bool generate_room_points_node(Node *node); void generate_room_points(Room *room); void get_mesh_arrays(Node *node, Vector> *arrs); bool is_plane_unique(const PoolVector &planes, const Plane &p); static int add_processor(const Ref &processor); static Ref get_processor(const int index); static void swap_processors(const int index1, const int index2); static void remove_processor(const int index); static int get_processor_count(); PropUtils(); ~PropUtils(); protected: static void _bind_methods(); private: int _add_processor_bind(const Ref &processor); Ref _get_processor_bind(const int index); void _swap_processors_bind(const int index1, const int index2); void _remove_processor_bind(const int index); int _get_processor_count_bind(); static Vector> _processors; static PropUtils *_instance; }; #endif