HammeriteBrushEntityNode3D
Core: entities. Inherits Node3D
Base for the node of an entity made of brushes: a door, a volume of water, a trigger.
Built by HammeriteMap3D as HammeritePointEntityNode3D is, and with the same hooks: only _set_editor_active() and _apply_entity_property() must be written. set_entity() also gives the node a MeshInstance3D per brush of the entity (get_brush_meshes()), as children, kept up to date as the brushes are edited; their geometry is in the map's space, so the node itself stays at the map's origin. A plain Node3D holds no body, so it builds no collision shapes: extend HammeriteBrushEntityStaticBody3D for brushwork that is solid, or HammeriteBrushEntityArea3D for brushwork that notices what is inside it, and each brush gets one (get_brush_shapes()). A script writes the interface as the underscore virtuals - _set_editor_active(), _apply_entity_property(), _trigger() and the rest - and everybody calls the public method of the same name, which answers the script's override where there is one and otherwise the class's own. _set_entity(), _update_properties(), _apply_entity_property(), _get_actions() and _run_action() run after the class's own rather than instead of it, so an override does not call super(): GDScript cannot call one into a native class.
Properties
| Type | Name | Default |
|---|---|---|
HammeriteBrushEntity | entity |
Methods
Signals
rebuild_requested
signal rebuild_requested()
Emitted when the entity's classname changes, and by request_rebuild(). HammeriteMap3D answers by freeing this node and building it again from the entity.
Property descriptions
entity
var entity: HammeriteBrushEntity
The authored brush entity this node stands for. Null until set_entity().
Method descriptions
_apply_entity_property()
func _apply_entity_property(prop_name: StringName, value) -> void
Apply one property to the node: each as the entity is built - the entity's value, or its type's default where the entity has none - and each time the author changes one. prop_name is never classname. Nothing is applied for you - a brush entity's origin, where it has one, moves nothing unless this moves it.
_can_simulate()
func _can_simulate() -> bool
Whether the editor offers to run this entity, and whether HammeriteMap3D.start_simulation() starts it. The default does nothing when run, so offers nothing.
_can_trigger()
func _can_trigger() -> bool
Whether something - the editor's Trigger, a HammeriteTrigger, the game - may trigger() it.
_draw_editor_gizmos()
func _draw_editor_gizmos(gizmos: HammeriteGizmoBuffer) -> void
Draw what the author should see of this entity - its bounds, where it points, how far it reaches - into gizmos. The editor calls it every frame it is up and the entity is visible; the default draws nothing.
_draws_editor_gizmos_only_when_picked()
func _draws_editor_gizmos_only_when_picked() -> bool
As HammeritePointEntityNode3D.draws_editor_gizmos_only_when_picked().
_get_aabb()
func _get_aabb() -> AABB
The box round its brushwork, in map space: its brush meshes', where they are drawn - so it follows a drag preview. Empty for an entity that builds no meshes (should_create_meshes()); override for one that knows its extent some other way.
_get_actions()
func _get_actions() -> Dictionary[StringName, String]
The actions this entity offers in the editor's runtime panel, as id -> label. An action is a thing done TO a running entity, not a value set on it: it belongs beside the runtime properties because that is what it acts on, and it is not undoable because there is nothing authored to put back. Every entity that says it can be triggered gets Trigger for nothing. Override _get_actions() to add more: what it answers is merged over these.
_get_editor_handles()
func _get_editor_handles() -> HammeriteEditorHandle[]
The points of this entity an author may take hold of in the viewport, or nothing where it offers none. Drawn and picked by the editor while the entity is selected; see HammeriteEditorHandle.
_get_runtime_properties()
func _get_runtime_properties() -> Dictionary[StringName, Variant]
What the inspector shows of the RUNNING thing, beside its authored properties - which are entity's, read with HammeriteEntity.get_property().
_get_runtime_property()
func _get_runtime_property(key: StringName, default_value) -> Variant
One of get_runtime_properties(), or default_value where there is none of that name. Not HammeriteEntity.get_property(), which reads an authored value.
_move_editor_handle()
func _move_editor_handle(handle_id: StringName, to: Vector3) -> void
One of get_editor_handles() has been dragged to to, snapped to the grid. Read the position as whatever the value it stands for actually is.
_reset_runtime_properties()
func _reset_runtime_properties() -> void
Put every runtime property back to what it was when the map was built.
_reset_simulation()
func _reset_simulation() -> void
Put the running thing back the way the map built it.
_run_action()
func _run_action(action_id: StringName) -> void
Do one of get_actions(). Override alongside it.
_set_editor_active()
func _set_editor_active(active: bool) -> void
As HammeritePointEntityNode3D.set_editor_active(): show or hide what only an author should see, and nothing to do with whether the world is running. A trigger volume, say, shows its brushes only while this is on.
_set_entity()
func _set_entity(entity: HammeriteBrushEntity) -> void
Bind this node to new_entity: build a mesh and a collision shape for each of its brushes, follow its property, visibility and drag-preview signals, and apply every property through update_properties(). HammeriteMap3D calls it once. _set_entity() is told after it.
_set_runtime_property()
func _set_runtime_property(key: StringName, value) -> void
Set a runtime property, changing the running node to match. The editor's inspector sets only those get_runtime_properties() lists, and undoes one by setting the old value back. Not saved with the map; reset_simulation() puts it back.
_should_create_colliders()
func _should_create_colliders() -> bool
Whether set_entity() builds a collision shape for each brush. Under a plain Node3D no body holds the shapes, so they would collide with nothing: off by default.
_should_create_meshes()
func _should_create_meshes() -> bool
Whether set_entity() builds a mesh for each brush. Override to build none - a volume that is never drawn.
_start_simulation()
func _start_simulation() -> void
Start or resume whatever this entity does over time, if can_simulate() says it does anything. Called through HammeriteMap3D.start_simulation(): once the map is built unless the editor is up over it, as the node is built into a world already running, and when the editor hands the view back.
_stop_simulation()
func _stop_simulation() -> void
Pause, keeping the state reached, so a later start_simulation() resumes. The editor stops the world when it opens.
_trigger()
func _trigger(impulse) -> void
Do whatever this entity does when triggered. impulse is whatever the one triggering it handed over - null from the editor's Trigger, a HammeriteTrigger's target_impulse - and what it means is the entity's to say: a light might read a bool as on or off and toggle on null, a lift a floor number.
_update_properties()
func _update_properties() -> void
Every property the entity's type declares, as the entity holds it or as the type defaults it: a map saved before a property existed has no key for it, and its entities read the type's default.
apply_entity_property()
func apply_entity_property(prop_name: StringName, value) -> void
Apply one property to the node: each as the entity is built - the entity's value, or its type's default where the entity has none - and each time the author changes one. prop_name is never classname. Nothing is applied for you - a brush entity's origin, where it has one, moves nothing unless this moves it.
can_simulate()
func can_simulate() -> bool
Whether the editor offers to run this entity, and whether HammeriteMap3D.start_simulation() starts it. The default does nothing when run, so offers nothing.
can_trigger()
func can_trigger() -> bool
Whether something - the editor's Trigger, a HammeriteTrigger, the game - may trigger() it.
draw_editor_gizmos()
func draw_editor_gizmos(gizmos: HammeriteGizmoBuffer) -> void
Draw what the author should see of this entity - its bounds, where it points, how far it reaches - into gizmos. The editor calls it every frame it is up and the entity is visible; the default draws nothing.
draws_editor_gizmos_only_when_picked()
func draws_editor_gizmos_only_when_picked() -> bool
As HammeritePointEntityNode3D.draws_editor_gizmos_only_when_picked().
get_aabb()
func get_aabb() -> AABB
The box round its brushwork, in map space: its brush meshes', where they are drawn - so it follows a drag preview. Empty for an entity that builds no meshes (should_create_meshes()); override for one that knows its extent some other way.
get_actions()
func get_actions() -> Dictionary[StringName, String]
The actions this entity offers in the editor's runtime panel, as id -> label. An action is a thing done TO a running entity, not a value set on it: it belongs beside the runtime properties because that is what it acts on, and it is not undoable because there is nothing authored to put back. Every entity that says it can be triggered gets Trigger for nothing. Override _get_actions() to add more: what it answers is merged over these.
get_brush_meshes()
func get_brush_meshes() -> Dictionary[int, MeshInstance3D]
The mesh drawn for each of the entity's brushes, by brush id: a copy of the node's own record.
get_brush_shapes()
func get_brush_shapes() -> Dictionary[int, CollisionShape3D]
The collision shape built for each of the entity's brushes, by brush id: a copy of the node's own record.
get_editor_handles()
func get_editor_handles() -> HammeriteEditorHandle[]
The points of this entity an author may take hold of in the viewport, or nothing where it offers none. Drawn and picked by the editor while the entity is selected; see HammeriteEditorHandle.
get_lighting()
func get_lighting() -> HammeriteBrushEntityLighting
What hands this brushwork over from its lightmap to the light probes when it moves, and back: made the first time it is asked for, and driving itself from then on.
get_runtime_properties()
func get_runtime_properties() -> Dictionary[StringName, Variant]
What the inspector shows of the RUNNING thing, beside its authored properties - which are entity's, read with HammeriteEntity.get_property().
get_runtime_property()
func get_runtime_property(key: StringName, default_value = null) -> Variant
One of get_runtime_properties(), or default_value where there is none of that name. Not HammeriteEntity.get_property(), which reads an authored value.
hand_back_to_lightmap()
func hand_back_to_lightmap() -> void
Light it from its lightmap again, for brushwork that returns flush to where it was baked.
hand_over_to_probes()
func hand_over_to_probes() -> void
Light this brushwork from the probes from now on: call it as the movement starts, so the blend (HammeriteBrushEntityLighting.blend_seconds()) happens under the motion.
move_editor_handle()
func move_editor_handle(handle_id: StringName, to: Vector3) -> void
One of get_editor_handles() has been dragged to to, snapped to the grid. Read the position as whatever the value it stands for actually is.
request_rebuild()
func request_rebuild() -> void
Emit rebuild_requested, so the node is built again - which also rebuilds the brush meshes and colliders from the entity's current brushes.
reset_runtime_properties()
func reset_runtime_properties() -> void
Put every runtime property back to what it was when the map was built.
reset_simulation()
func reset_simulation() -> void
Put the running thing back the way the map built it.
run_action()
func run_action(action_id: StringName) -> void
Do one of get_actions(). Override alongside it.
set_editor_active()
func set_editor_active(active: bool) -> void
As HammeritePointEntityNode3D.set_editor_active(): show or hide what only an author should see, and nothing to do with whether the world is running. A trigger volume, say, shows its brushes only while this is on.
set_runtime_property()
func set_runtime_property(key: StringName, value) -> void
Set a runtime property, changing the running node to match. The editor's inspector sets only those get_runtime_properties() lists, and undoes one by setting the old value back. Not saved with the map; reset_simulation() puts it back.
should_create_colliders()
func should_create_colliders() -> bool
Whether set_entity() builds a collision shape for each brush. Under a plain Node3D no body holds the shapes, so they would collide with nothing: off by default.
should_create_meshes()
func should_create_meshes() -> bool
Whether set_entity() builds a mesh for each brush. Override to build none - a volume that is never drawn.
start_simulation()
func start_simulation() -> void
Start or resume whatever this entity does over time, if can_simulate() says it does anything. Called through HammeriteMap3D.start_simulation(): once the map is built unless the editor is up over it, as the node is built into a world already running, and when the editor hands the view back.
stop_simulation()
func stop_simulation() -> void
Pause, keeping the state reached, so a later start_simulation() resumes. The editor stops the world when it opens.
trigger()
func trigger(impulse = null) -> void
Do whatever this entity does when triggered. impulse is whatever the one triggering it handed over - null from the editor's Trigger, a HammeriteTrigger's target_impulse - and what it means is the entity's to say: a light might read a bool as on or off and toggle on null, a lift a floor number.
update_properties()
func update_properties() -> void
Every property the entity's type declares, as the entity holds it or as the type defaults it: a map saved before a property existed has no key for it, and its entities read the type's default.