/*************************************************************************/ /* prop_2d_utils.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_2d_utils.h" #include "../props/prop_2d_data.h" #include "../props/prop_2d_data_entry.h" #include "core/math/quick_hull.h" #include "scene/3d/portal.h" #include "scene/3d/room.h" #include "scene/3d/room_manager.h" #include "scene/3d/mesh_instance.h" #include "modules/modules_enabled.gen.h" #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED #include "../../mesh_data_resource/nodes/mesh_data_instance.h" #endif #include "core/config/engine.h" #include "scene/main/node_2d.h" Prop2DUtils *Prop2DUtils::_instance; Vector> Prop2DUtils::_processors; Prop2DUtils *Prop2DUtils::get_singleton() { return _instance; } Ref Prop2DUtils::convert_tree(Node *root) { ERR_FAIL_COND_V(!ObjectDB::instance_validate(root), Ref()); Ref data; data.instance(); Transform2D t; _convert_tree(data, root, t); return data; } void Prop2DUtils::_convert_tree(Ref prop_data, Node *node, const Transform2D &transform) { ERR_FAIL_COND(!ObjectDB::instance_validate(node)); for (int i = 0; i < Prop2DUtils::_processors.size(); ++i) { Ref proc = Prop2DUtils::_processors.get(i); ERR_CONTINUE(!proc.is_valid()); if (proc->processor_handles(node)) { proc->processor_process(prop_data, node, transform); if (!proc->processor_evaluate_children()) { return; } break; } } Node2D *n2d = Object::cast_to(node); if (!n2d) { //reset transform Transform2D t; for (int i = 0; i < node->get_child_count(); ++i) { Node *child = node->get_child(i); if (Engine::get_singleton()->is_editor_hint()) { //Skip it if it's hidden from the tree if (child->get_owner() != NULL) { _convert_tree(prop_data, node->get_child(i), t); } } else { _convert_tree(prop_data, node->get_child(i), t); } } } else { for (int i = 0; i < node->get_child_count(); ++i) { Node *child = node->get_child(i); if (Engine::get_singleton()->is_editor_hint()) { //Skip it if it's hidden from the tree if (child->get_owner() != NULL) { _convert_tree(prop_data, node->get_child(i), transform * n2d->get_transform()); } } else { _convert_tree(prop_data, node->get_child(i), transform * n2d->get_transform()); } } } } int Prop2DUtils::add_processor(const Ref &processor) { ERR_FAIL_COND_V(!processor.is_valid(), 0); Prop2DUtils::_processors.push_back(processor); return Prop2DUtils::_processors.size() - 1; } Ref Prop2DUtils::get_processor(const int index) { ERR_FAIL_INDEX_V(index, Prop2DUtils::_processors.size(), Ref()); return Prop2DUtils::_processors[index]; } void Prop2DUtils::swap_processors(const int index1, const int index2) { ERR_FAIL_INDEX(index1, Prop2DUtils::_processors.size()); ERR_FAIL_INDEX(index2, Prop2DUtils::_processors.size()); Ref a = Prop2DUtils::_processors.get(index1); Prop2DUtils::_processors.set(index1, Prop2DUtils::_processors.get(index2)); Prop2DUtils::_processors.set(index2, a); } void Prop2DUtils::remove_processor(const int index) { ERR_FAIL_INDEX(index, Prop2DUtils::_processors.size()); Prop2DUtils::_processors.remove(index); } int Prop2DUtils::get_processor_count() { return Prop2DUtils::_processors.size(); } Prop2DUtils::Prop2DUtils() { _instance = this; } Prop2DUtils::~Prop2DUtils() { _instance = NULL; Prop2DUtils::_processors.clear(); } void Prop2DUtils::_bind_methods() { ClassDB::bind_method(D_METHOD("convert_tree", "root"), &Prop2DUtils::convert_tree); ClassDB::bind_method(D_METHOD("add_processor", "processor"), &Prop2DUtils::_add_processor_bind); ClassDB::bind_method(D_METHOD("get_processor", "index"), &Prop2DUtils::_get_processor_bind); ClassDB::bind_method(D_METHOD("swap_processors", "index1", "index2"), &Prop2DUtils::_swap_processors_bind); ClassDB::bind_method(D_METHOD("remove_processor", "index"), &Prop2DUtils::_remove_processor_bind); ClassDB::bind_method(D_METHOD("get_processor_count"), &Prop2DUtils::_get_processor_count_bind); } int Prop2DUtils::_add_processor_bind(const Ref &processor) { return Prop2DUtils::add_processor(processor); } Ref Prop2DUtils::_get_processor_bind(const int index) { return Prop2DUtils::get_processor(index); } void Prop2DUtils::_swap_processors_bind(const int index1, const int index2) { Prop2DUtils::swap_processors(index1, index2); } void Prop2DUtils::_remove_processor_bind(const int index) { Prop2DUtils::remove_processor(index); } int Prop2DUtils::_get_processor_count_bind() { return Prop2DUtils::get_processor_count(); }