virtualx-engine/scene/3d/proximity_group_3d.h

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/*************************************************************************/
/* proximity_group_3d.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef PROXIMITY_GROUP_H
#define PROXIMITY_GROUP_H
#include "node_3d.h"
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class ProximityGroup3D : public Node3D {
GDCLASS(ProximityGroup3D, Node3D);
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public:
enum DispatchMode {
MODE_PROXY,
MODE_SIGNAL,
};
private:
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Map<StringName, uint32_t> groups;
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String group_name;
DispatchMode dispatch_mode = MODE_PROXY;
Vector3 grid_radius = Vector3(1, 1, 1);
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float cell_size = 1.0;
uint32_t group_version = 0;
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void _clear_groups();
void _update_groups();
void _add_groups(int *p_cell, String p_base, int p_depth);
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void _new_group(StringName p_name);
void _proximity_group_broadcast(String p_method, Variant p_parameters);
protected:
void _notification(int p_what);
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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;
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void set_grid_radius(const Vector3 &p_radius);
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Vector3 get_grid_radius() const;
void broadcast(String p_method, Variant p_parameters);
ProximityGroup3D();
~ProximityGroup3D() {}
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};
VARIANT_ENUM_CAST(ProximityGroup3D::DispatchMode);
#endif // PROXIMITY_GROUP_H