/*************************************************************************/ /* portal.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 */ /* "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. */ /*************************************************************************/ #ifndef PORTAL_H #define PORTAL_H #include "scene/3d/visual_instance.h" /* Portal Logic: If a portal is placed next (very close to) a similar, opposing portal, they automatically connect, otherwise, a portal connects to the parent room */ // FIXME: This will be redone and replaced by area portals, left for reference // since a new class with this name will have to exist and want to reuse the gizmos #if 0 class Portal : public VisualInstance { GDCLASS(Portal, VisualInstance); RID portal; Vector<Point2> shape; bool enabled; float disable_distance; Color disabled_color; float connect_range; AABB aabb; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List<PropertyInfo> *p_list) const; static void _bind_methods(); public: virtual AABB get_aabb() const; virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const; void set_enabled(bool p_enabled); bool is_enabled() const; void set_disable_distance(float p_distance); float get_disable_distance() const; void set_disabled_color(const Color &p_disabled_color); Color get_disabled_color() const; void set_shape(const Vector<Point2> &p_shape); Vector<Point2> get_shape() const; void set_connect_range(float p_range); float get_connect_range() const; Portal(); ~Portal(); }; #endif #endif