godot/scene/resources/room.h

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/*************************************************************************/
/* room.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 ROOM_BOUNDS_H
#define ROOM_BOUNDS_H
#include "resource.h"
#include "bsp_tree.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class RoomBounds : public Resource {
OBJ_TYPE( RoomBounds, Resource );
RES_BASE_EXTENSION("room");
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RID area;
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DVector<Face3> geometry_hint;
void _regenerate_bsp();
void _regenerate_bsp_cubic();
protected:
static void _bind_methods();
public:
virtual RID get_rid();
void set_bounds( const BSP_Tree& p_bounds );
BSP_Tree get_bounds() const;
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void set_geometry_hint(const DVector<Face3>& geometry_hint);
const DVector<Face3>& get_geometry_hint() const;
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RoomBounds();
~RoomBounds();
};
#endif // ROOM_H