-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathwater_area.h
53 lines (46 loc) · 2.43 KB
/
water_area.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
/*************************************************************************/
/* Copyright (c) 2019 Jon Ring */
/* */
/* 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 WATER_AREA_H
#define WATER_AREA_H
#include "scene/3d/area.h"
class WaterArea : public Area {
GDCLASS(WaterArea, Area)
public:
WaterArea();
void set_density(float density) { m_density = density; }
float get_density() { return m_density; }
void set_water_height(float water_height) { m_water_height = water_height; }
float get_water_height() { return m_water_height; }
void set_flow_direction(const Vector3 &direction) { m_flow_direction = direction; }
Vector3 get_flow_direction() { return m_flow_direction; }
void update_water_heights(PoolVector3Array &points);
protected:
float m_density;
float m_water_height;
Vector3 m_flow_direction;
static void _bind_methods();
void _notification(int p_what);
void _body_entered(Node *node);
void _body_exited(Node *node);
};
#endif // WATER_AREA_H