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118eed485e
All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
90 lines
3.5 KiB
C++
90 lines
3.5 KiB
C++
/*************************************************************************/
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/* mesh_library.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 GRID_THEME_H
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#define GRID_THEME_H
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#include "resource.h"
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#include "mesh.h"
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#include "shape.h"
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#include "map.h"
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#include "scene/3d/navigation_mesh.h"
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class MeshLibrary : public Resource {
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GDCLASS(MeshLibrary,Resource);
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RES_BASE_EXTENSION("gt");
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struct Item {
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String name;
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Ref<Mesh> mesh;
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Ref<Shape> shape;
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Ref<Texture> preview;
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Ref<NavigationMesh> navmesh;
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};
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Map<int,Item> item_map;
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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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void create_item(int p_item);
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void set_item_name(int p_item,const String& p_name);
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void set_item_mesh(int p_item,const Ref<Mesh>& p_mesh);
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void set_item_navmesh(int p_item, const Ref<NavigationMesh>& p_navmesh);
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void set_item_shape(int p_item,const Ref<Shape>& p_shape);
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void set_item_preview(int p_item,const Ref<Texture>& p_preview);
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String get_item_name(int p_item) const;
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Ref<Mesh> get_item_mesh(int p_item) const;
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Ref<NavigationMesh> get_item_navmesh(int p_item) const;
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Ref<Shape> get_item_shape(int p_item) const;
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Ref<Texture> get_item_preview(int p_item) const;
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void remove_item(int p_item);
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bool has_item(int p_item) const;
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void clear();
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int find_item_name(const String& p_name) const;
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Vector<int> get_item_list() const;
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int get_last_unused_item_id() const;
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MeshLibrary();
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~MeshLibrary();
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};
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#endif // CUBE_GRID_THEME_H
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