/* Copyright (c) 2019-2022 Péter Magyar 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_2d_data.h" #include "prop_2d_data_entry.h" #include "prop_2d_data_light.h" #include "prop_2d_data_prop.h" #if VERSION_MAJOR < 4 #include "servers/physics_server.h" #else #include "servers/physics_server_3d.h" #define Shape Shape3D #endif int Prop2DData::get_id() const { return _id; } void Prop2DData::set_id(const int value) { _id = value; } Ref Prop2DData::get_prop(const int index) const { ERR_FAIL_INDEX_V(index, _props.size(), Ref()); return _props.get(index); } void Prop2DData::set_prop(const int index, const Ref prop) { ERR_FAIL_INDEX(index, _props.size()); _props.set(index, prop); } void Prop2DData::add_prop(const Ref prop) { _props.push_back(prop); } void Prop2DData::remove_prop(const int index) { ERR_FAIL_INDEX(index, _props.size()); _props.remove(index); } int Prop2DData::get_prop_count() const { return _props.size(); } Vector Prop2DData::get_props() { Vector r; for (int i = 0; i < _props.size(); i++) { #if VERSION_MAJOR < 4 r.push_back(_props[i].get_ref_ptr()); #else r.push_back(_props[i]); #endif } return r; } void Prop2DData::set_props(const Vector &props) { _props.clear(); for (int i = 0; i < props.size(); i++) { Ref prop = Ref(props[i]); _props.push_back(prop); } } #if TEXTURE_PACKER_PRESENT void Prop2DData::add_textures_into(Ref texture_packer) { ERR_FAIL_COND(!texture_packer.is_valid()); for (int i = 0; i < _props.size(); ++i) { Ref entry = _props.get(i); if (entry.is_valid()) { entry->add_textures_into(texture_packer); } } } #endif bool Prop2DData::get_is_room() const { return _is_room; } void Prop2DData::set_is_room(const bool value) { _is_room = value; } PoolVector3Array Prop2DData::get_room_bounds() { return _room_bounds; } void Prop2DData::set_room_bounds(const PoolVector3Array &bounds) { _room_bounds = bounds; } void Prop2DData::copy_from(const Ref &prop_data) { _id = prop_data->_id; _snap_to_mesh = prop_data->_snap_to_mesh; _snap_axis = prop_data->_snap_axis; _props.clear(); for (int i = 0; i < prop_data->_props.size(); ++i) { _props.push_back(prop_data->_props[i]); } _is_room = prop_data->_is_room; _room_bounds = prop_data->_room_bounds; emit_changed(); } Prop2DData::Prop2DData() { _id = 0; _snap_to_mesh = false; _is_room = false; _snap_axis = Vector3(0, -1, 0); } Prop2DData::~Prop2DData() { _props.clear(); } void Prop2DData::_bind_methods() { ClassDB::bind_method(D_METHOD("get_prop", "index"), &Prop2DData::get_prop); ClassDB::bind_method(D_METHOD("set_prop", "index", "spell"), &Prop2DData::set_prop); ClassDB::bind_method(D_METHOD("add_prop", "prop"), &Prop2DData::add_prop); ClassDB::bind_method(D_METHOD("remove_prop", "index"), &Prop2DData::remove_prop); ClassDB::bind_method(D_METHOD("get_prop_count"), &Prop2DData::get_prop_count); ClassDB::bind_method(D_METHOD("get_props"), &Prop2DData::get_props); ClassDB::bind_method(D_METHOD("set_props", "props"), &Prop2DData::set_props); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "props", PROPERTY_HINT_NONE, "17/17:Prop2DDataEntry", PROPERTY_USAGE_DEFAULT, "Prop2DDataEntry"), "set_props", "get_props"); #if TEXTURE_PACKER_PRESENT ClassDB::bind_method(D_METHOD("add_textures_into", "texture_packer"), &Prop2DData::add_textures_into); #endif ClassDB::bind_method(D_METHOD("get_is_room"), &Prop2DData::get_is_room); ClassDB::bind_method(D_METHOD("set_is_room", "value"), &Prop2DData::set_is_room); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_room"), "set_is_room", "get_is_room"); ClassDB::bind_method(D_METHOD("get_room_bounds"), &Prop2DData::get_room_bounds); ClassDB::bind_method(D_METHOD("set_room_bounds", "value"), &Prop2DData::set_room_bounds); ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "room_bounds"), "set_room_bounds", "get_room_bounds"); ClassDB::bind_method(D_METHOD("copy_from", "prop_data"), &Prop2DData::copy_from); }