voxelman/props/prop_data.h

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#ifndef PROP_DATA_H
#define PROP_DATA_H
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#include "core/reference.h"
#include "core/vector.h"
#include "core/math/transform.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/math/rect2.h"
#include "servers/physics_server.h"
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#include "prop_data_entry.h"
#include "prop_data_mesh.h"
#include "../meshers/voxel_mesher.h"
#include "../../texture_packer/texture_packer.h"
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class Spatial;
class VoxelChunk;
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class PropData : public Resource {
GDCLASS(PropData, Resource);
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public:
bool get_snap_to_mesh();
void set_snap_to_mesh(bool value);
Vector3 get_snap_axis();
void set_snap_axis(Vector3 value);
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Ref<PropDataEntry> get_prop(const int index) const;
void set_prop(const int index, const Ref<PropDataEntry> prop);
void add_prop(const Ref<PropDataEntry> prop);
void remove_prop(const int index);
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int get_prop_count() const;
Vector<Variant> get_props();
void set_props(const Vector<Variant> &props);
void add_textures_into(Ref<TexturePacker> texture_packer);
void add_prop_lights_into(VoxelChunk *chunk, Transform parent_transform, bool allow_snap);
void add_prop_lights_into_bind(Node *chunk, Transform parent_transform, bool allow_snap);
void add_meshes_into(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Spatial *snap_spatial = NULL);
void add_meshes_into_bind(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Node *snap_spatial = NULL);
Transform get_next_snapped_prop_transform(Spatial *s, Transform parent_transform, bool snap_to_mesh, Vector3 snap_axis);
Transform get_next_snapped_prop_transform_bind(Node *spatial, Transform parent_transform, bool snap_to_mesh, Vector3 snap_axis);
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PropData();
~PropData();
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protected:
static void _bind_methods();
private:
bool _snap_to_mesh;
Vector3 _snap_axis;
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Vector<Ref<PropDataEntry> > _props;
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};
#endif