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https://github.com/Relintai/voxelman.git
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92 lines
2.9 KiB
C++
92 lines
2.9 KiB
C++
/*
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Copyright (c) 2019-2020 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 PROP_DATA_H
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#define PROP_DATA_H
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#include "core/math/rect2.h"
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#include "core/math/transform.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "core/reference.h"
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#include "core/vector.h"
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#include "servers/physics_server.h"
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#include "prop_data_entry.h"
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#include "prop_data_mesh.h"
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#include "../meshers/voxel_mesher.h"
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#include "../../texture_packer/texture_packer.h"
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class Spatial;
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class VoxelChunk;
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class PropData : public Resource {
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GDCLASS(PropData, Resource);
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public:
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int get_id();
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void set_id(int 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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Ref<PropDataEntry> get_prop(const int index) const;
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void set_prop(const int index, const Ref<PropDataEntry> prop);
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void add_prop(const Ref<PropDataEntry> prop);
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void remove_prop(const int index);
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int get_prop_count() const;
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Vector<Variant> get_props();
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void set_props(const Vector<Variant> &props);
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void add_textures_into(Ref<TexturePacker> texture_packer);
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void add_prop_lights_into(VoxelChunk *chunk, Transform parent_transform, bool allow_snap);
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void add_prop_lights_into_bind(Node *chunk, Transform parent_transform, bool allow_snap);
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void add_meshes_into(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Spatial *snap_spatial = NULL);
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void add_meshes_into_bind(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Node *snap_spatial = NULL);
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Transform get_next_snapped_prop_transform(Spatial *s, Transform parent_transform, bool snap_to_mesh, Vector3 snap_axis);
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Transform get_next_snapped_prop_transform_bind(Node *spatial, Transform parent_transform, bool snap_to_mesh, Vector3 snap_axis);
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PropData();
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~PropData();
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protected:
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static void _bind_methods();
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private:
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int _id;
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Vector<Ref<PropDataEntry> > _props;
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};
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#endif
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