bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
94 lines
3.3 KiB
C++
94 lines
3.3 KiB
C++
/*************************************************************************/
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/* portal.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PORTAL_H
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#define PORTAL_H
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#include "scene/3d/visual_instance.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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/* Portal Logic:
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If a portal is placed next (very close to) a similar, opposing portal, they automatically connect,
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otherwise, a portal connects to the parent room
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*/
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class Portal : public VisualInstance {
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GDCLASS(Portal, VisualInstance);
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RID portal;
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Vector<Point2> shape;
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bool enabled;
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float disable_distance;
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Color disabled_color;
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float connect_range;
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Rect3 aabb;
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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virtual Rect3 get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_disable_distance(float p_distance);
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float get_disable_distance() const;
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void set_disabled_color(const Color& p_disabled_color);
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Color get_disabled_color() const;
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void set_shape(const Vector<Point2>& p_shape);
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Vector<Point2> get_shape() const;
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void set_connect_range(float p_range);
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float get_connect_range() const;
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Portal();
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~Portal();
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};
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#endif
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