pandemonium_engine/modules/props/prop_scene_instance.cpp

93 lines
2.3 KiB
C++
Raw Normal View History

#include "prop_scene_instance.h"
#include "core/version.h"
#if VERSION_MAJOR > 3
#include "core/config/engine.h"
#else
#include "core/engine.h"
#endif
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);
}