pandemonium_engine/modules/props/prop_scene_instance.cpp

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2023-12-18 00:18:53 +01:00
/*************************************************************************/
/* prop_scene_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "prop_scene_instance.h"
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#include "core/config/engine.h"
Ref<PackedScene> PropSceneInstance::get_scene() {
return _scene;
}
void PropSceneInstance::set_scene(const Ref<PackedScene> &data) {
if (_scene == data)
return;
_scene = data;
build();
}
bool PropSceneInstance::get_snap_to_mesh() const {
return _snap_to_mesh;
}
void PropSceneInstance::set_snap_to_mesh(const bool value) {
_snap_to_mesh = value;
}
Vector3 PropSceneInstance::get_snap_axis() const {
return _snap_axis;
}
void PropSceneInstance::set_snap_axis(const Vector3 &value) {
_snap_axis = value;
}
void PropSceneInstance::build() {
if (!is_inside_tree()) {
return;
}
for (int i = 0; i < get_child_count(); ++i) {
Node *n = get_child(i);
//this way we won't delete the user's nodes
if (n->get_owner() == NULL) {
n->queue_delete();
}
}
if (!_scene.is_valid())
return;
Node *n = _scene->instance();
add_child(n);
//if (Engine::get_singleton()->is_editor_hint())
// n->set_owner(get_tree()->get_edited_scene_root());
}
PropSceneInstance::PropSceneInstance() {
_snap_to_mesh = false;
_snap_axis = Vector3(0, -1, 0);
}
PropSceneInstance::~PropSceneInstance() {
_scene.unref();
}
void PropSceneInstance::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
build();
}
}
}
void PropSceneInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_scene"), &PropSceneInstance::get_scene);
ClassDB::bind_method(D_METHOD("set_scene", "value"), &PropSceneInstance::set_scene);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene");
ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropSceneInstance::get_snap_to_mesh);
ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropSceneInstance::set_snap_to_mesh);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropSceneInstance::get_snap_axis);
ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropSceneInstance::set_snap_axis);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
ClassDB::bind_method(D_METHOD("build"), &PropSceneInstance::build);
}