/*************************************************************************/ /* quad.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 QUAD_H #define QUAD_H #include "rid.h" #include "scene/3d/visual_instance.h" class Quad : public GeometryInstance { OBJ_TYPE(Quad, GeometryInstance); Vector3::Axis axis; bool centered; Vector2 offset; Vector2 size; AABB aabb; bool configured; bool pending_update; RID mesh; void _update(); protected: void _notification(int p_what); static void _bind_methods(); public: void set_axis(Vector3::Axis p_axis); Vector3::Axis get_axis() const; void set_size(const Vector2 &p_sizze); Vector2 get_size() const; void set_offset(const Vector2 &p_offset); Vector2 get_offset() const; void set_centered(bool p_enabled); bool is_centered() const; virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const; virtual AABB get_aabb() const; Quad(); ~Quad(); }; #endif // QUAD_H