/*************************************************************************/ /* prop_data_scene.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_data_scene.h" #include "../prop_scene_instance.h" #include "prop_data.h" Ref PropDataScene::get_scene() { return _scene; } void PropDataScene::set_scene(const Ref &value) { _scene = value; } bool PropDataScene::get_snap_to_mesh() { return _snap_to_mesh; } void PropDataScene::set_snap_to_mesh(bool value) { _snap_to_mesh = value; } Vector3 PropDataScene::get_snap_axis() { return _snap_axis; } void PropDataScene::set_snap_axis(Vector3 value) { _snap_axis = value; } bool PropDataScene::_processor_handles(Node *node) { PropSceneInstance *i = Object::cast_to(node); return i; } void PropDataScene::_processor_process(Ref prop_data, Node *node, const Transform &transform) { PropSceneInstance *i = Object::cast_to(node); ERR_FAIL_COND(!i); Ref l; l.instance(); l->set_scene(i->get_scene()); l->set_transform(transform * i->get_transform()); prop_data->add_prop(l); } Node *PropDataScene::_processor_get_node_for(const Transform &transform) { PropSceneInstance *i = memnew(PropSceneInstance); i->set_scene(get_scene()); i->set_transform(get_transform()); return i; } PropDataScene::PropDataScene() { _snap_to_mesh = true; _snap_axis = Vector3(0, 1, 0); } PropDataScene::~PropDataScene() { if (_scene.is_valid()) _scene.unref(); } void PropDataScene::_bind_methods() { ClassDB::bind_method(D_METHOD("get_scene"), &PropDataScene::get_scene); ClassDB::bind_method(D_METHOD("set_scene", "value"), &PropDataScene::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"), &PropDataScene::get_snap_to_mesh); ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropDataScene::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"), &PropDataScene::get_snap_axis); ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropDataScene::set_snap_axis); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis"); }