mirror of
https://github.com/Relintai/pandemonium_engine.git
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123 lines
5.8 KiB
C++
123 lines
5.8 KiB
C++
/*************************************************************************/
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/* prop_data_entry.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "prop_data_entry.h"
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#include "prop_data.h"
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#include "scene/main/spatial.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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#include "../../texture_packer/texture_packer.h"
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#endif
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#include "../prop_mesher.h"
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Transform PropDataEntry::get_transform() const {
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return _transform;
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}
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void PropDataEntry::set_transform(const Transform &value) {
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_transform = value;
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}
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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void PropDataEntry::add_textures_into(Ref<TexturePacker> texture_packer) {
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if (has_method("_add_textures_into")) {
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call("_add_textures_into", texture_packer);
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}
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}
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#endif
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bool PropDataEntry::processor_handles(Node *node) {
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return call("_processor_handles", node);
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}
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void PropDataEntry::processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
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call("_processor_process", prop_data, node, transform);
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}
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Node *PropDataEntry::processor_get_node_for(const Transform &transform) {
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return call("_processor_get_node_for", transform);
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}
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bool PropDataEntry::processor_evaluate_children() {
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return call("_processor_evaluate_children");
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}
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bool PropDataEntry::_processor_handles(Node *node) {
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return false;
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}
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void PropDataEntry::_processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
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}
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Node *PropDataEntry::_processor_get_node_for(const Transform &transform) {
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return NULL;
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}
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bool PropDataEntry::_processor_evaluate_children() {
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return true;
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}
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PropDataEntry::PropDataEntry() {
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}
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PropDataEntry::~PropDataEntry() {
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}
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void PropDataEntry::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_transform"), &PropDataEntry::get_transform);
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ClassDB::bind_method(D_METHOD("set_transform", "value"), &PropDataEntry::set_transform);
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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BIND_VMETHOD(MethodInfo("_add_textures_into", PropertyInfo(Variant::OBJECT, "texture_packer", PROPERTY_HINT_RESOURCE_TYPE, "TexturePacker")));
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ClassDB::bind_method(D_METHOD("add_textures_into", "texture_packer"), &PropDataEntry::add_textures_into);
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#endif
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "handles"), "_processor_handles"));
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BIND_VMETHOD(MethodInfo("_processor_process",
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PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData"),
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PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"),
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PropertyInfo(Variant::TRANSFORM, "transform")));
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"), "_processor_get_node_for",
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PropertyInfo(Variant::TRANSFORM, "transform")));
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "evaluate"), "_processor_evaluate_children"));
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ClassDB::bind_method(D_METHOD("processor_handles", "node"), &PropDataEntry::processor_handles);
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ClassDB::bind_method(D_METHOD("processor_process", "prop_data", "node", "transform"), &PropDataEntry::processor_process);
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ClassDB::bind_method(D_METHOD("processor_get_node_for", "prop_data"), &PropDataEntry::processor_get_node_for);
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ClassDB::bind_method(D_METHOD("processor_evaluate_children"), &PropDataEntry::processor_evaluate_children);
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ClassDB::bind_method(D_METHOD("_processor_handles", "node"), &PropDataEntry::_processor_handles);
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ClassDB::bind_method(D_METHOD("_processor_process", "prop_data", "node", "transform"), &PropDataEntry::_processor_process);
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ClassDB::bind_method(D_METHOD("_processor_get_node_for", "transform"), &PropDataEntry::_processor_get_node_for);
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ClassDB::bind_method(D_METHOD("_processor_evaluate_children"), &PropDataEntry::_processor_evaluate_children);
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}
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