/*************************************************************************/ /* 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" #include "core/config/engine.h" Ref PropSceneInstance::get_scene() { return _scene; } void PropSceneInstance::set_scene(const Ref &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); }