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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
85 lines
3.3 KiB
C++
85 lines
3.3 KiB
C++
/*************************************************************************/
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/* proximity_group_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 "node_3d.h"
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class ProximityGroup3D : public Node3D {
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GDCLASS(ProximityGroup3D, Node3D);
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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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private:
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Map<StringName, uint32_t> groups;
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String group_name;
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DispatchMode dispatch_mode = MODE_PROXY;
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Vector3 grid_radius = Vector3(1, 1, 1);
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float cell_size = 1.0;
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uint32_t group_version = 0;
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void _clear_groups();
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void _update_groups();
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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_method, Variant p_parameters);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_group_name(const String &p_group_name);
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String get_group_name() const;
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void set_dispatch_mode(DispatchMode p_mode);
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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;
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void broadcast(String p_method, Variant p_parameters);
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ProximityGroup3D();
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~ProximityGroup3D() {}
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};
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VARIANT_ENUM_CAST(ProximityGroup3D::DispatchMode);
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#endif // PROXIMITY_GROUP_H
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