mirror of
https://github.com/Relintai/mesh_data_resource.git
synced 2024-11-12 10:15:21 +01:00
Add a prop processor for PropDataMeshInstances. Also moved PropDataMesh into this module.
This commit is contained in:
parent
eb3c654998
commit
601cabc63f
7
SCsub
7
SCsub
@ -4,10 +4,12 @@ Import('env')
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module_env = env.Clone()
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if os.path.isdir('../texture_packer'):
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module_env.Append(CPPDEFINES=['TEXTURE_PACKER_PRESENT'])
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if os.path.isdir('../props'):
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module_env.Append(CPPDEFINES=['PROPS_PRESENT'])
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module_env.add_source_files(env.modules_sources,"register_types.cpp")
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module_env.add_source_files(env.modules_sources,"mesh_data_resource.cpp")
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@ -19,3 +21,6 @@ module_env.add_source_files(env.modules_sources,"plugin_gltf/editor_import_gltf_
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module_env.add_source_files(env.modules_sources,"plugin_gltf/editor_plugin_gltf_mdr.cpp")
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module_env.add_source_files(env.modules_sources,"nodes/mesh_data_instance.cpp")
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module_env.add_source_files(env.modules_sources,"props/mesh_data_instance_processor.cpp")
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module_env.add_source_files(env.modules_sources,"props/prop_data_mesh.cpp")
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@ -12,6 +12,9 @@ def get_doc_classes():
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return [
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"MeshDataResource",
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"MeshDataInstance",
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"MeshDataInstanceProcessor",
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"PropDataMesh",
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]
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def get_doc_path():
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35
props/mesh_data_instance_processor.cpp
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35
props/mesh_data_instance_processor.cpp
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@ -0,0 +1,35 @@
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#include "mesh_data_instance_processor.h"
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#if PROPS_PRESENT
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#include "../nodes/mesh_data_instance.h"
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#include "prop_data_mesh.h"
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bool MeshDataInstanceProcessor::_handles(Node *node) {
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MeshDataInstance *i = Object::cast_to<MeshDataInstance>(node);
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return i;
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}
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void MeshDataInstanceProcessor::_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
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MeshDataInstance *i = Object::cast_to<MeshDataInstance>(node);
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ERR_FAIL_COND(!i);
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Ref<PropDataMesh> m;
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m.instance();
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m->set_mesh(i->get_mesh_data());
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m->set_texture(i->get_texture());
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m->set_transform(transform * i->get_transform());
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prop_data->add_prop(m);
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}
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MeshDataInstanceProcessor::MeshDataInstanceProcessor() {
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}
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MeshDataInstanceProcessor::~MeshDataInstanceProcessor() {
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}
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void MeshDataInstanceProcessor::_bind_methods() {
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}
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#endif
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57
props/mesh_data_instance_processor.h
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57
props/mesh_data_instance_processor.h
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@ -0,0 +1,57 @@
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/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef PROP_MESH_DATA_INSTANCE_PROCESSOR_H
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#define PROP_MESH_DATA_INSTANCE_PROCESSOR_H
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#if PROPS_PRESENT
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#include "../../props/processor/prop_data_processor.h"
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#include "core/version.h"
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#include "scene/resources/texture.h"
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#include "core/math/vector3.h"
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#include "../mesh_data_resource.h"
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class PropInstance;
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class MeshDataInstanceProcessor : public PropDataProcessor {
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GDCLASS(MeshDataInstanceProcessor, PropDataProcessor);
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public:
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bool _handles(Node *node);
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void _process(Ref<PropData> prop_data, Node *node, const Transform &transform);
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MeshDataInstanceProcessor();
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~MeshDataInstanceProcessor();
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protected:
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static void _bind_methods();
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private:
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};
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#endif
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#endif
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82
props/prop_data_mesh.cpp
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82
props/prop_data_mesh.cpp
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@ -0,0 +1,82 @@
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/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "prop_data_mesh.h"
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#if PROPS_PRESENT
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Ref<MeshDataResource> PropDataMesh::get_mesh() const {
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return _mesh;
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}
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void PropDataMesh::set_mesh(const Ref<MeshDataResource> mesh) {
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_mesh = mesh;
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}
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Ref<Texture> PropDataMesh::get_texture() const {
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return _texture;
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}
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void PropDataMesh::set_texture(const Ref<Texture> texture) {
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_texture = texture;
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}
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bool PropDataMesh::get_snap_to_mesh() {
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return _snap_to_mesh;
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}
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void PropDataMesh::set_snap_to_mesh(bool value) {
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_snap_to_mesh = value;
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}
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Vector3 PropDataMesh::get_snap_axis() {
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return _snap_axis;
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}
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void PropDataMesh::set_snap_axis(Vector3 value) {
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_snap_axis = value;
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}
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PropDataMesh::PropDataMesh() {
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_snap_to_mesh = false;
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_snap_axis = Vector3(0, 1, 0);
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}
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PropDataMesh::~PropDataMesh() {
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if (_mesh.is_valid())
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_mesh.unref();
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}
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void PropDataMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_mesh"), &PropDataMesh::get_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "value"), &PropDataMesh::set_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh", "get_mesh");
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ClassDB::bind_method(D_METHOD("get_texture"), &PropDataMesh::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture", "value"), &PropDataMesh::set_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropDataMesh::get_snap_to_mesh);
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ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropDataMesh::set_snap_to_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
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ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropDataMesh::get_snap_axis);
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ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropDataMesh::set_snap_axis);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
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}
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#endif
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66
props/prop_data_mesh.h
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66
props/prop_data_mesh.h
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@ -0,0 +1,66 @@
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/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef PROP_DATA_MESH_H
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#define PROP_DATA_MESH_H
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#if PROPS_PRESENT
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#include "../../props/props/prop_data_entry.h"
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#include "core/math/vector3.h"
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#include "scene/resources/texture.h"
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#include "../mesh_data_resource.h"
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class PropDataMesh : public PropDataEntry {
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GDCLASS(PropDataMesh, PropDataEntry);
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public:
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Ref<MeshDataResource> get_mesh() const;
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void set_mesh(const Ref<MeshDataResource> mesh);
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Ref<Texture> get_texture() const;
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void set_texture(const Ref<Texture> texture);
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bool get_snap_to_mesh();
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void set_snap_to_mesh(bool value);
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Vector3 get_snap_axis();
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void set_snap_axis(Vector3 value);
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PropDataMesh();
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~PropDataMesh();
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protected:
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static void _bind_methods();
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private:
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Ref<MeshDataResource> _mesh;
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Ref<Texture> _texture;
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};
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#endif
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#endif
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@ -33,11 +33,24 @@ SOFTWARE.
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#include "plugin_gltf/editor_plugin_gltf_mdr.h"
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#endif
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#if PROPS_PRESENT
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#include "../props/singleton/prop_utils.h"
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#include "props/mesh_data_instance_processor.h"
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#include "props/prop_data_mesh.h"
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#endif
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void register_mesh_data_resource_types() {
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ClassDB::register_class<MeshDataResource>();
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ClassDB::register_class<MeshDataInstance>();
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#if PROPS_PRESENT
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ClassDB::register_class<PropDataMesh>();
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ClassDB::register_class<MeshDataInstanceProcessor>();
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Ref<PropDataProcessor> processor = memnew(MeshDataInstanceProcessor);
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PropUtils::add_processor(processor);
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#endif
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#ifdef TOOLS_ENABLED
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EditorPlugins::add_by_type<EditorPluginColladaMdr>();
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