Update naar godot 4.0
Nog steeds geen nieuwe features ofzo. kopie van bestaande gridmap.
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@@ -5,8 +5,8 @@
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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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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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@@ -38,6 +38,8 @@
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//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
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//should scale better with hardware that supports instancing
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class PhysicsMaterial;
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class HexMap : public Node3D {
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GDCLASS(HexMap, Node3D);
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@@ -134,6 +136,7 @@ class HexMap : public Node3D {
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uint32_t collision_layer = 1;
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uint32_t collision_mask = 1;
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Ref<PhysicsMaterial> physics_material;
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bool bake_navigation = false;
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uint32_t navigation_layers = 1;
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@@ -223,6 +226,11 @@ public:
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void set_collision_mask_value(int p_layer_number, bool p_value);
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bool get_collision_mask_value(int p_layer_number) const;
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void set_physics_material(Ref<PhysicsMaterial> p_material);
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Ref<PhysicsMaterial> get_physics_material() const;
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Array get_collision_shapes() const;
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void set_bake_navigation(bool p_bake_navigation);
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bool is_baking_navigation();
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@@ -259,7 +267,7 @@ public:
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Array get_used_cells() const;
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Array get_meshes();
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Array get_meshes() const;
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void clear_baked_meshes();
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void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1);
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@@ -273,4 +281,4 @@ public:
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~HexMap();
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};
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#endif // GRID_MAP_H
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#endif // HEX_MAP_H
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