d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
81 lines
3 KiB
C++
81 lines
3 KiB
C++
/*************************************************************************/
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/* proximity_group.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 PROXIMITY_GROUP_H
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#define PROXIMITY_GROUP_H
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#include "spatial.h"
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class ProximityGroup : public Spatial {
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OBJ_TYPE( ProximityGroup, Spatial );
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OBJ_CATEGORY("3D");
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public:
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enum DispatchMode {
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MODE_PROXY,
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MODE_SIGNAL,
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};
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public:
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void clear_groups();
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void update_groups();
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void _notification(int p_what);
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DispatchMode dispatch_mode;
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Map<StringName, uint32_t> groups;
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String group_name;
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float cell_size;
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Vector3 grid_radius;
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uint32_t group_version;
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void add_groups(int* p_cell, String p_base, int p_depth);
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void _new_group(StringName p_name);
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void _proximity_group_broadcast(String p_name, Variant p_params);
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static void _bind_methods();
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public:
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void set_group_name(String p_group_name);
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void broadcast(String p_name, Variant p_params);
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void set_dispatch_mode(int p_mode);
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void set_grid_radius(const Vector3& p_radius);
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Vector3 get_grid_radius() const;
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ProximityGroup();
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~ProximityGroup();
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};
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#endif
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