godot/scene/3d/proximity_group.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

82 lines
3.0 KiB
C++

/*************************************************************************/
/* proximity_group.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 PROXIMITY_GROUP_H
#define PROXIMITY_GROUP_H
#include "spatial.h"
class ProximityGroup : public Spatial {
OBJ_TYPE( ProximityGroup, Spatial );
OBJ_CATEGORY("3D");
public:
enum DispatchMode {
MODE_PROXY,
MODE_SIGNAL,
};
public:
void clear_groups();
void update_groups();
void _notification(int p_what);
DispatchMode dispatch_mode;
Map<StringName, uint32_t> groups;
String group_name;
float cell_size;
Vector3 grid_radius;
uint32_t group_version;
void add_groups(int* p_cell, String p_base, int p_depth);
void _new_group(StringName p_name);
void _proximity_group_broadcast(String p_name, Variant p_params);
static void _bind_methods();
public:
void set_group_name(String p_group_name);
void broadcast(String p_name, Variant p_params);
void set_dispatch_mode(int p_mode);
void set_grid_radius(const Vector3& p_radius);
Vector3 get_grid_radius() const;
ProximityGroup();
~ProximityGroup();
};
#endif