mirror of
https://github.com/Relintai/mesh_data_resource.git
synced 2024-11-12 10:15:21 +01:00
115 lines
3.9 KiB
C++
115 lines
3.9 KiB
C++
/*
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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_data.h"
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#if PROPS_PRESENT
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#include "../nodes/mesh_data_instance.h"
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Ref<MeshDataResource> PropDataMeshData::get_mesh() const {
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return _mesh;
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}
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void PropDataMeshData::set_mesh(const Ref<MeshDataResource> mesh) {
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_mesh = mesh;
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}
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Ref<Texture> PropDataMeshData::get_texture() const {
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return _texture;
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}
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void PropDataMeshData::set_texture(const Ref<Texture> texture) {
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_texture = texture;
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}
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bool PropDataMeshData::get_snap_to_mesh() {
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return _snap_to_mesh;
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}
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void PropDataMeshData::set_snap_to_mesh(bool value) {
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_snap_to_mesh = value;
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}
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Vector3 PropDataMeshData::get_snap_axis() {
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return _snap_axis;
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}
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void PropDataMeshData::set_snap_axis(Vector3 value) {
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_snap_axis = value;
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}
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#if TEXTURE_PACKER_PRESENT
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void PropDataMeshData::_add_textures_into(Ref<TexturePacker> texture_packer) {
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if (get_texture().is_valid()) {
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texture_packer->add_texture(get_texture());
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}
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}
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#endif
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bool PropDataMeshData::_processor_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 PropDataMeshData::_processor_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<PropDataMeshData> 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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PropDataMeshData::PropDataMeshData() {
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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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PropDataMeshData::~PropDataMeshData() {
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if (_mesh.is_valid())
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_mesh.unref();
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}
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void PropDataMeshData::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_mesh"), &PropDataMeshData::get_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "value"), &PropDataMeshData::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"), &PropDataMeshData::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture", "value"), &PropDataMeshData::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"), &PropDataMeshData::get_snap_to_mesh);
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ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropDataMeshData::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"), &PropDataMeshData::get_snap_axis);
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ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropDataMeshData::set_snap_axis);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
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#if TEXTURE_PACKER_PRESENT
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ClassDB::bind_method(D_METHOD("_add_textures_into", "texture_packer"), &PropDataMeshData::_add_textures_into);
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#endif
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}
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#endif |