pandemonium_engine/modules/props/props/prop_data_scene.cpp

107 lines
4.4 KiB
C++

/*************************************************************************/
/* 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<PackedScene> PropDataScene::get_scene() {
return _scene;
}
void PropDataScene::set_scene(const Ref<PackedScene> &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<PropSceneInstance>(node);
return i;
}
void PropDataScene::_processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
PropSceneInstance *i = Object::cast_to<PropSceneInstance>(node);
ERR_FAIL_COND(!i);
Ref<PropDataScene> 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");
}