godot/scene/3d/proximity_group.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

88 lines
3.2 KiB
C++

/*************************************************************************/
/* proximity_group.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 PROXIMITY_GROUP_H
#define PROXIMITY_GROUP_H
#include "spatial.h"
class ProximityGroup : public Spatial {
GDCLASS(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(const String &p_group_name);
String get_group_name() const;
void set_dispatch_mode(DispatchMode p_mode);
DispatchMode get_dispatch_mode() const;
void set_grid_radius(const Vector3 &p_radius);
Vector3 get_grid_radius() const;
void broadcast(String p_name, Variant p_params);
ProximityGroup();
~ProximityGroup();
};
VARIANT_ENUM_CAST(ProximityGroup::DispatchMode);
#endif