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/*************************************************************************/
/* 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
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