mirror of
https://github.com/Relintai/mesh_data_resource.git
synced 2024-11-22 10:57:56 +01:00
192 lines
4.6 KiB
C++
192 lines
4.6 KiB
C++
#include "mesh_data_instance.h"
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#include "core/version.h"
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#include "core/version.h"
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#include "scene/resources/texture.h"
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#if VERSION_MAJOR < 4
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#include "core/image.h"
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#else
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#include "core/io/image.h"
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#endif
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#if TEXTURE_PACKER_PRESENT
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#include "../../texture_packer/texture_resource/packer_image_resource.h"
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#endif
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bool MeshDataInstance::get_snap_to_mesh() const {
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return _snap_to_mesh;
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}
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void MeshDataInstance::set_snap_to_mesh(const bool value) {
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_snap_to_mesh = value;
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}
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Vector3 MeshDataInstance::get_snap_axis() const {
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return _snap_axis;
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}
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void MeshDataInstance::set_snap_axis(const Vector3 &value) {
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_snap_axis = value;
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}
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Ref<MeshDataResource> MeshDataInstance::get_mesh_data() {
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return _mesh;
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}
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void MeshDataInstance::set_mesh_data(const Ref<MeshDataResource> &mesh) {
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_mesh = mesh;
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if (is_inside_tree()) {
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refresh();
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} else {
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_dirty = true;
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}
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}
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Ref<Texture> MeshDataInstance::get_texture() {
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return _texture;
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}
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void MeshDataInstance::set_texture(const Ref<Texture> &texture) {
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_texture = texture;
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setup_material_texture();
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refresh();
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}
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Ref<Material> MeshDataInstance::get_material() {
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return _material;
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}
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void MeshDataInstance::set_material(const Ref<Material> &mat) {
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_material = mat;
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setup_material_texture();
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refresh();
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}
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void MeshDataInstance::refresh() {
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Ref<ArrayMesh> mesh = get_mesh();
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if (!mesh.is_valid()) {
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mesh.instance();
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}
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#if VERSION_MAJOR < 4
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for (int i = 0; i < mesh->get_surface_count(); ++i) {
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mesh->surface_remove(i);
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}
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#else
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mesh->clear_surfaces();
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#endif
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//Always check/set mesh in MeshInstance in case it got set to something else. For example got cleared in the editor.
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if (get_mesh() != mesh) {
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set_mesh(mesh);
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}
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if (!_mesh.is_valid()) {
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return;
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}
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Array arr = _mesh->get_array();
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if (arr.size() == Mesh::ARRAY_MAX) {
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Variant varr = arr[Mesh::ARRAY_VERTEX];
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PoolVector<Vector3> vertices = varr;
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if (vertices.size() == 0) {
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return;
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}
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
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if (_material.is_valid() && mesh->get_surface_count() > 0) {
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mesh->surface_set_material(0, _material);
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}
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}
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}
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void MeshDataInstance::setup_material_texture() {
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if (!_texture.is_valid()) {
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return;
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}
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if (_material.is_valid()) {
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Ref<SpatialMaterial> sm = _material;
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if (!sm.is_valid()) {
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return;
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}
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#if TEXTURE_PACKER_PRESENT
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Ref<PackerImageResource> r = _texture;
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if (r.is_valid()) {
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Ref<Image> i = r->get_data();
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Ref<ImageTexture> tex;
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tex.instance();
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#if VERSION_MAJOR < 4
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tex->create_from_image(i, 0);
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#else
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tex->create_from_image(i);
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#endif
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if (sm.is_valid()) {
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sm->set_texture(SpatialMaterial::TEXTURE_ALBEDO, tex);
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}
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return;
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}
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#endif
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sm->set_texture(SpatialMaterial::TEXTURE_ALBEDO, _texture);
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}
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}
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MeshDataInstance::MeshDataInstance() {
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_dirty = false;
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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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MeshDataInstance::~MeshDataInstance() {
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_mesh.unref();
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_texture.unref();
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}
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void MeshDataInstance::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (_dirty) {
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_dirty = false;
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refresh();
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}
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}
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}
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}
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void MeshDataInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &MeshDataInstance::get_snap_to_mesh);
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ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &MeshDataInstance::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"), &MeshDataInstance::get_snap_axis);
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ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &MeshDataInstance::set_snap_axis);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
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ClassDB::bind_method(D_METHOD("get_mesh_data"), &MeshDataInstance::get_mesh_data);
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ClassDB::bind_method(D_METHOD("set_mesh_data", "value"), &MeshDataInstance::set_mesh_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh_data", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh_data", "get_mesh_data");
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ClassDB::bind_method(D_METHOD("get_texture"), &MeshDataInstance::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture", "value"), &MeshDataInstance::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_material"), &MeshDataInstance::get_material);
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ClassDB::bind_method(D_METHOD("set_material", "value"), &MeshDataInstance::set_material);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
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ClassDB::bind_method(D_METHOD("refresh"), &MeshDataInstance::refresh);
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}
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