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