mirror of
https://github.com/Relintai/pandemonium_engine.git
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118 lines
4.5 KiB
C++
118 lines
4.5 KiB
C++
/*************************************************************************/
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/* prop_scene_instance.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_scene_instance.h"
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#include "core/config/engine.h"
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Ref<PackedScene> PropSceneInstance::get_scene() {
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return _scene;
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}
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void PropSceneInstance::set_scene(const Ref<PackedScene> &data) {
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if (_scene == data)
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return;
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_scene = data;
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build();
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}
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bool PropSceneInstance::get_snap_to_mesh() const {
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return _snap_to_mesh;
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}
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void PropSceneInstance::set_snap_to_mesh(const bool value) {
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_snap_to_mesh = value;
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}
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Vector3 PropSceneInstance::get_snap_axis() const {
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return _snap_axis;
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}
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void PropSceneInstance::set_snap_axis(const Vector3 &value) {
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_snap_axis = value;
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}
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void PropSceneInstance::build() {
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if (!is_inside_tree()) {
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return;
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}
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for (int i = 0; i < get_child_count(); ++i) {
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Node *n = get_child(i);
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//this way we won't delete the user's nodes
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if (n->get_owner() == NULL) {
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n->queue_delete();
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}
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}
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if (!_scene.is_valid())
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return;
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Node *n = _scene->instance();
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add_child(n);
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//if (Engine::get_singleton()->is_editor_hint())
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// n->set_owner(get_tree()->get_edited_scene_root());
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}
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PropSceneInstance::PropSceneInstance() {
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_snap_to_mesh = false;
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_snap_axis = Vector3(0, -1, 0);
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}
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PropSceneInstance::~PropSceneInstance() {
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_scene.unref();
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}
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void PropSceneInstance::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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build();
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}
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}
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}
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void PropSceneInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_scene"), &PropSceneInstance::get_scene);
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ClassDB::bind_method(D_METHOD("set_scene", "value"), &PropSceneInstance::set_scene);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene");
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ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropSceneInstance::get_snap_to_mesh);
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ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropSceneInstance::set_snap_to_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
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ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropSceneInstance::get_snap_axis);
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ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropSceneInstance::set_snap_axis);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
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ClassDB::bind_method(D_METHOD("build"), &PropSceneInstance::build);
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}
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