HammeriteBrushEntity
Core: the map. Inherits HammeriteEntity < Resource
An entity made of brushes rather than standing at a point: a door, a pool, a trigger volume.
Its brushes are ordinary HammeriteBrushes in HammeriteMap.brushes whose HammeriteBrush.brush_entity_id names it; they leave the carved world and are built by the entity's node instead. Give it an id and assign_brush() each brush, before or after it is added to the map (HammeriteMap.add_entity()) - a brush already in the map that names it joins it when it arrives. Its HammeriteEntity.origin is kept at the middle of its brushes. Losing its last brush deletes it (HammeriteEntity.delete_requested).
Methods
| Returns | Method |
|---|---|
HammeriteBrush[] | get_brushes() |
bool | has_brush(brush: HammeriteBrush) |
void | assign_brush(brush: HammeriteBrush) |
void | unassign_brush(brush: HammeriteBrush) |
void | compute_origin() |
Method descriptions
get_brushes()
func get_brushes() -> HammeriteBrush[]
The brushes this entity owns, as a new array. Change them with assign_brush() and unassign_brush().
has_brush()
func has_brush(brush: HammeriteBrush) -> bool
Whether brush is one of this entity's.
assign_brush()
func assign_brush(brush: HammeriteBrush) -> void
Make this entity the owner of brush, taking it from whichever entity owned it before. Through the map (HammeriteMap.assign_brush_to_entity()) once the entity is in one; before that, on the two of them alone. The entity needs a non-zero HammeriteEntity.id.
unassign_brush()
func unassign_brush(brush: HammeriteBrush) -> void
Make brush belong to no entity again; its tier is left as it is. Losing its last brush deletes the entity.
compute_origin()
func compute_origin() -> void
Set the origin property to the mean of the brushes' centroids, in map space. Done for you as brushes are assigned, unassigned and moved.