Update naar godot 4.0

Nog steeds geen nieuwe features ofzo. kopie van bestaande gridmap.
This commit is contained in:
2022-01-23 17:09:52 +01:00
parent ebf2a30bf3
commit 8121b21329
6 changed files with 222 additions and 158 deletions
+12 -4
View File
@@ -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 HexMap : public Node3D {
GDCLASS(HexMap, Node3D);
@@ -134,6 +136,7 @@ class HexMap : 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;
@@ -223,6 +226,11 @@ 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();
@@ -259,7 +267,7 @@ public:
Array get_used_cells() 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);
@@ -273,4 +281,4 @@ public:
~HexMap();
};
#endif // GRID_MAP_H
#endif // HEX_MAP_H