mirror of
https://github.com/Relintai/props_2d.git
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61 lines
1.8 KiB
C++
61 lines
1.8 KiB
C++
/*
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Copyright (c) 2019-2021 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 PROP_DATA_SCENE_H
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#define PROP_DATA_SCENE_H
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#include "core/math/vector3.h"
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#include "prop_data_entry.h"
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#include "scene/resources/packed_scene.h"
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class PropDataScene : public PropDataEntry {
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GDCLASS(PropDataScene, PropDataEntry);
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public:
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Ref<PackedScene> get_scene();
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void set_scene(const Ref<PackedScene> &value);
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bool get_snap_to_mesh();
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void set_snap_to_mesh(bool value);
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Vector3 get_snap_axis();
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void set_snap_axis(Vector3 value);
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bool _processor_handles(Node *node);
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void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
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Node *_processor_get_node_for(const Transform &transform);
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PropDataScene();
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~PropDataScene();
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protected:
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static void _bind_methods();
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private:
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Ref<PackedScene> _scene;
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};
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#endif
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