mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-18 18:06:56 +01:00
291 lines
6.9 KiB
C++
291 lines
6.9 KiB
C++
#include "prop_2d_instance.h"
|
|
|
|
#include "../mesh_data_resource/nodes/mesh_data_instance.h"
|
|
|
|
#include "scene/3d/light.h"
|
|
|
|
#if MESH_DATA_RESOURCE_PRESENT
|
|
//define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling,
|
|
//but not when included from here.
|
|
#define PROPS_2D_PRESENT 1
|
|
#include "../mesh_data_resource/props_2d/prop_2d_data_mesh_data.h"
|
|
#endif
|
|
|
|
#include "./props/prop_2d_data_entry.h"
|
|
#include "./props/prop_2d_data_light.h"
|
|
#include "./props/prop_2d_data_prop.h"
|
|
#include "./props/prop_2d_data_scene.h"
|
|
#include "./props/prop_2d_data_sprite.h"
|
|
#include "./props/prop_2d_data_tiled_wall_2d.h"
|
|
|
|
#include "tiled_wall/tiled_wall_2d.h"
|
|
#include "tiled_wall/tiled_wall_2d_data.h"
|
|
|
|
Ref<Prop2DData> Prop2DInstance::get_prop_data() {
|
|
return _prop_data;
|
|
}
|
|
void Prop2DInstance::set_prop_data(const Ref<Prop2DData> &data) {
|
|
if (_prop_data == data)
|
|
return;
|
|
|
|
_prop_data = data;
|
|
|
|
if (_building) {
|
|
queue_build();
|
|
} else {
|
|
call_deferred("build");
|
|
}
|
|
}
|
|
|
|
uint32_t Prop2DInstance::get_collision_layer() const {
|
|
return _collision_layer;
|
|
}
|
|
|
|
void Prop2DInstance::set_collision_layer(uint32_t p_layer) {
|
|
_collision_layer = p_layer;
|
|
|
|
collision_layer_changed();
|
|
}
|
|
|
|
uint32_t Prop2DInstance::get_collision_mask() const {
|
|
return _collision_mask;
|
|
}
|
|
|
|
void Prop2DInstance::set_collision_mask(uint32_t p_mask) {
|
|
_collision_mask = p_mask;
|
|
|
|
collision_mask_changed();
|
|
}
|
|
|
|
void Prop2DInstance::collision_layer_changed() {
|
|
}
|
|
|
|
void Prop2DInstance::collision_mask_changed() {
|
|
}
|
|
|
|
void Prop2DInstance::init_materials() {
|
|
call("_init_materials");
|
|
}
|
|
void Prop2DInstance::_init_materials() {
|
|
}
|
|
|
|
void Prop2DInstance::build() {
|
|
call("_build");
|
|
}
|
|
|
|
void Prop2DInstance::queue_build() {
|
|
_build_queued = true;
|
|
}
|
|
|
|
void Prop2DInstance::build_finished() {
|
|
call("_build_finished");
|
|
}
|
|
|
|
void Prop2DInstance::_build() {
|
|
_building = true;
|
|
_build_queued = false;
|
|
|
|
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 (!_prop_data.is_valid())
|
|
return;
|
|
|
|
prop_preprocess(Transform2D(), _prop_data);
|
|
}
|
|
|
|
void Prop2DInstance::_build_finished() {
|
|
_building = false;
|
|
|
|
if (_build_queued) {
|
|
call_deferred("build");
|
|
}
|
|
}
|
|
|
|
void Prop2DInstance::prop_preprocess(Transform2D transform, const Ref<Prop2DData> &prop) {
|
|
call("_prop_preprocess", transform, prop);
|
|
}
|
|
|
|
void Prop2DInstance::_prop_preprocess(Transform2D transform, const Ref<Prop2DData> &prop) {
|
|
//don't set owners, to help working with the editor
|
|
|
|
ERR_FAIL_COND(!prop.is_valid());
|
|
|
|
int count = prop->get_prop_count();
|
|
for (int i = 0; i < count; ++i) {
|
|
Ref<Prop2DDataEntry> e = prop->get_prop(i);
|
|
|
|
if (!e.is_valid())
|
|
continue;
|
|
|
|
Transform2D t = transform * e->get_transform_2d();
|
|
|
|
Ref<Prop2DDataProp2D> prop_entry_data = e;
|
|
|
|
if (prop_entry_data.is_valid()) {
|
|
Ref<Prop2DData> p = prop_entry_data->get_prop();
|
|
|
|
if (!p.is_valid())
|
|
continue;
|
|
|
|
prop_preprocess(t, p);
|
|
|
|
continue;
|
|
}
|
|
|
|
Ref<Prop2DDataTiledWall2D> tiled_wall_data = e;
|
|
|
|
if (tiled_wall_data.is_valid()) {
|
|
Node *twn = tiled_wall_data->_processor_get_node_for(t);
|
|
|
|
add_child(twn);
|
|
|
|
continue;
|
|
}
|
|
|
|
Ref<Prop2DDataScene> scene_data = e;
|
|
|
|
if (scene_data.is_valid()) {
|
|
Ref<PackedScene> sc = scene_data->get_scene();
|
|
|
|
if (!sc.is_valid())
|
|
continue;
|
|
|
|
Node *n = sc->instance();
|
|
add_child(n);
|
|
|
|
Node2D *n2d = Object::cast_to<Node2D>(n);
|
|
|
|
if (n2d) {
|
|
n2d->set_transform(t);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
Ref<Prop2DDataLight> light_data = e;
|
|
|
|
if (light_data.is_valid()) {
|
|
Node *light = light_data->_processor_get_node_for(t);
|
|
|
|
add_child(light);
|
|
|
|
continue;
|
|
}
|
|
|
|
Ref<Prop2DDataSprite> sprite_data = e;
|
|
|
|
if (sprite_data.is_valid()) {
|
|
Node *sp = sprite_data->_processor_get_node_for(t);
|
|
|
|
add_child(sp);
|
|
|
|
continue;
|
|
}
|
|
|
|
#if MESH_DATA_RESOURCE_PRESENT
|
|
//TODO
|
|
/*
|
|
Ref<Prop2DDataMeshData> mesh_data = e;
|
|
|
|
if (mesh_data.is_valid()) {
|
|
Ref<MeshDataResource> mdr = mesh_data->get_mesh();
|
|
|
|
if (!mdr.is_valid())
|
|
continue;
|
|
|
|
MeshDataInstance *mdi = memnew(MeshDataInstance);
|
|
add_child(mdi);
|
|
mdi->set_transform(t);
|
|
|
|
if (_material.is_valid()) {
|
|
//duplicate the material, so that textures will work
|
|
Ref<Material> mat = _material->duplicate();
|
|
|
|
Ref<Texture> texture = mdi->get_texture();
|
|
mdi->set_material(mat);
|
|
}
|
|
|
|
mdi->set_mesh_data(mdr);
|
|
|
|
continue;
|
|
}
|
|
*/
|
|
#endif
|
|
}
|
|
}
|
|
|
|
Prop2DInstance::Prop2DInstance() {
|
|
_build_queued = false;
|
|
_building = false;
|
|
|
|
_collision_layer = 1;
|
|
_collision_mask = 1;
|
|
}
|
|
|
|
Prop2DInstance::~Prop2DInstance() {
|
|
_prop_data.unref();
|
|
}
|
|
|
|
void Prop2DInstance::_notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_ENTER_TREE: {
|
|
if (_prop_data.is_valid()) {
|
|
build();
|
|
}
|
|
}
|
|
case NOTIFICATION_EXIT_TREE: {
|
|
}
|
|
}
|
|
}
|
|
|
|
void Prop2DInstance::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("get_prop_data"), &Prop2DInstance::get_prop_data);
|
|
ClassDB::bind_method(D_METHOD("set_prop_data", "value"), &Prop2DInstance::set_prop_data);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DData"), "set_prop_data", "get_prop_data");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_collision_layer"), &Prop2DInstance::get_collision_layer);
|
|
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &Prop2DInstance::set_collision_layer);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_collision_mask"), &Prop2DInstance::get_collision_mask);
|
|
ClassDB::bind_method(D_METHOD("set_collision_mask", "layer"), &Prop2DInstance::set_collision_mask);
|
|
|
|
ADD_GROUP("Collision", "collision_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
|
|
|
|
BIND_VMETHOD(MethodInfo("_prop_preprocess",
|
|
PropertyInfo(Variant::TRANSFORM, "tarnsform"),
|
|
PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DData")));
|
|
|
|
ClassDB::bind_method(D_METHOD("prop_preprocess", "tarnsform", "prop"), &Prop2DInstance::prop_preprocess);
|
|
ClassDB::bind_method(D_METHOD("_prop_preprocess", "tarnsform", "prop"), &Prop2DInstance::_prop_preprocess);
|
|
|
|
//---
|
|
BIND_VMETHOD(MethodInfo("_init_materials"));
|
|
|
|
ClassDB::bind_method(D_METHOD("init_materials"), &Prop2DInstance::init_materials);
|
|
ClassDB::bind_method(D_METHOD("_init_materials"), &Prop2DInstance::_init_materials);
|
|
|
|
//---
|
|
ClassDB::bind_method(D_METHOD("build"), &Prop2DInstance::build);
|
|
ClassDB::bind_method(D_METHOD("queue_build"), &Prop2DInstance::queue_build);
|
|
ClassDB::bind_method(D_METHOD("build_finished"), &Prop2DInstance::build_finished);
|
|
|
|
BIND_VMETHOD(MethodInfo("_build"));
|
|
BIND_VMETHOD(MethodInfo("_build_finished"));
|
|
|
|
ClassDB::bind_method(D_METHOD("_build"), &Prop2DInstance::_build);
|
|
ClassDB::bind_method(D_METHOD("_build_finished"), &Prop2DInstance::_build_finished);
|
|
}
|