diff options
Diffstat (limited to 'modules/gridmap/grid_map.h')
-rw-r--r-- | modules/gridmap/grid_map.h | 25 |
1 files changed, 13 insertions, 12 deletions
diff --git a/modules/gridmap/grid_map.h b/modules/gridmap/grid_map.h index 879489fc70..5e367e149d 100644 --- a/modules/gridmap/grid_map.h +++ b/modules/gridmap/grid_map.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -38,6 +38,8 @@ //heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done.. //should scale better with hardware that supports instancing +class PhysicsMaterial; + class GridMap : public Node3D { GDCLASS(GridMap, Node3D); @@ -134,6 +136,7 @@ class GridMap : public Node3D { uint32_t collision_layer = 1; uint32_t collision_mask = 1; + Ref<PhysicsMaterial> physics_material; bool bake_navigation = false; uint32_t navigation_layers = 1; @@ -147,14 +150,8 @@ class GridMap : public Node3D { bool center_z = true; float cell_scale = 1.0; - bool clip = false; - bool clip_above = true; - int clip_floor = 0; - bool recreating_octants = false; - Vector3::Axis clip_axis = Vector3::AXIS_Z; - Ref<MeshLibrary> mesh_library; Map<OctantKey, Octant *> octant_map; @@ -184,7 +181,7 @@ class GridMap : public Node3D { void _queue_octants_dirty(); void _update_octants_callback(); - void resource_changed(const RES &p_res); + void resource_changed(const Ref<Resource> &p_res); void _clear_internal(); @@ -223,6 +220,11 @@ public: void set_collision_mask_value(int p_layer_number, bool p_value); bool get_collision_mask_value(int p_layer_number) const; + void set_physics_material(Ref<PhysicsMaterial> p_material); + Ref<PhysicsMaterial> get_physics_material() const; + + Array get_collision_shapes() const; + void set_bake_navigation(bool p_bake_navigation); bool is_baking_navigation(); @@ -252,14 +254,13 @@ public: Vector3i world_to_map(const Vector3 &p_world_position) const; Vector3 map_to_world(const Vector3i &p_map_position) const; - void set_clip(bool p_enabled, bool p_clip_above = true, int p_floor = 0, Vector3::Axis p_axis = Vector3::AXIS_X); - void set_cell_scale(float p_scale); float get_cell_scale() const; Array get_used_cells() const; + Array get_used_cells_by_item(int p_item) const; - Array get_meshes(); + Array get_meshes() const; void clear_baked_meshes(); void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1); |