pandemonium_engine/modules/props_2d/props/prop_2d_data.cpp

169 lines
6.1 KiB
C++

/*************************************************************************/
/* prop_2d_data.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_data.h"
#include "prop_2d_data_entry.h"
#include "prop_2d_data_light.h"
#include "prop_2d_data_prop.h"
#include "servers/physics_server.h"
#include "modules/modules_enabled.gen.h"
int Prop2DData::get_id() const {
return _id;
}
void Prop2DData::set_id(const int value) {
_id = value;
}
Ref<Prop2DDataEntry> Prop2DData::get_prop(const int index) const {
ERR_FAIL_INDEX_V(index, _props.size(), Ref<Prop2DDataEntry>());
return _props.get(index);
}
void Prop2DData::set_prop(const int index, const Ref<Prop2DDataEntry> prop) {
ERR_FAIL_INDEX(index, _props.size());
_props.set(index, prop);
}
void Prop2DData::add_prop(const Ref<Prop2DDataEntry> prop) {
_props.push_back(prop);
}
void Prop2DData::remove_prop(const int index) {
ERR_FAIL_INDEX(index, _props.size());
_props.remove(index);
}
int Prop2DData::get_prop_count() const {
return _props.size();
}
Vector<Variant> Prop2DData::get_props() {
Vector<Variant> r;
for (int i = 0; i < _props.size(); i++) {
r.push_back(_props[i].get_ref_ptr());
}
return r;
}
void Prop2DData::set_props(const Vector<Variant> &props) {
_props.clear();
for (int i = 0; i < props.size(); i++) {
Ref<Prop2DDataEntry> prop = Ref<Prop2DDataEntry>(props[i]);
_props.push_back(prop);
}
}
#ifdef MODULE_TEXTURE_PACKER_ENABLED
void Prop2DData::add_textures_into(Ref<TexturePacker> texture_packer) {
ERR_FAIL_COND(!texture_packer.is_valid());
for (int i = 0; i < _props.size(); ++i) {
Ref<Prop2DDataEntry> entry = _props.get(i);
if (entry.is_valid()) {
entry->add_textures_into(texture_packer);
}
}
}
#endif
bool Prop2DData::get_is_room() const {
return _is_room;
}
void Prop2DData::set_is_room(const bool value) {
_is_room = value;
}
PoolVector3Array Prop2DData::get_room_bounds() {
return _room_bounds;
}
void Prop2DData::set_room_bounds(const PoolVector3Array &bounds) {
_room_bounds = bounds;
}
void Prop2DData::copy_from(const Ref<Prop2DData> &prop_data) {
_id = prop_data->_id;
_snap_to_mesh = prop_data->_snap_to_mesh;
_snap_axis = prop_data->_snap_axis;
_props.clear();
for (int i = 0; i < prop_data->_props.size(); ++i) {
_props.push_back(prop_data->_props[i]);
}
_is_room = prop_data->_is_room;
_room_bounds = prop_data->_room_bounds;
emit_changed();
}
Prop2DData::Prop2DData() {
_id = 0;
_snap_to_mesh = false;
_is_room = false;
_snap_axis = Vector3(0, -1, 0);
}
Prop2DData::~Prop2DData() {
_props.clear();
}
void Prop2DData::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_prop", "index"), &Prop2DData::get_prop);
ClassDB::bind_method(D_METHOD("set_prop", "index", "spell"), &Prop2DData::set_prop);
ClassDB::bind_method(D_METHOD("add_prop", "prop"), &Prop2DData::add_prop);
ClassDB::bind_method(D_METHOD("remove_prop", "index"), &Prop2DData::remove_prop);
ClassDB::bind_method(D_METHOD("get_prop_count"), &Prop2DData::get_prop_count);
ClassDB::bind_method(D_METHOD("get_props"), &Prop2DData::get_props);
ClassDB::bind_method(D_METHOD("set_props", "props"), &Prop2DData::set_props);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "props", PROPERTY_HINT_NONE, "23/20:Prop2DDataEntry", PROPERTY_USAGE_DEFAULT, "Prop2DDataEntry"), "set_props", "get_props");
#ifdef MODULE_TEXTURE_PACKER_ENABLED
ClassDB::bind_method(D_METHOD("add_textures_into", "texture_packer"), &Prop2DData::add_textures_into);
#endif
ClassDB::bind_method(D_METHOD("get_is_room"), &Prop2DData::get_is_room);
ClassDB::bind_method(D_METHOD("set_is_room", "value"), &Prop2DData::set_is_room);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_room"), "set_is_room", "get_is_room");
ClassDB::bind_method(D_METHOD("get_room_bounds"), &Prop2DData::get_room_bounds);
ClassDB::bind_method(D_METHOD("set_room_bounds", "value"), &Prop2DData::set_room_bounds);
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "room_bounds"), "set_room_bounds", "get_room_bounds");
ClassDB::bind_method(D_METHOD("copy_from", "prop_data"), &Prop2DData::copy_from);
}