mirror of
https://github.com/Relintai/pandemonium_engine.git
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169 lines
6.1 KiB
C++
169 lines
6.1 KiB
C++
/*************************************************************************/
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/* prop_2d_data.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_2d_data.h"
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#include "prop_2d_data_entry.h"
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#include "prop_2d_data_light.h"
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#include "prop_2d_data_prop.h"
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#include "servers/physics_server.h"
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#include "modules/modules_enabled.gen.h"
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int Prop2DData::get_id() const {
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return _id;
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}
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void Prop2DData::set_id(const int value) {
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_id = value;
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}
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Ref<Prop2DDataEntry> Prop2DData::get_prop(const int index) const {
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ERR_FAIL_INDEX_V(index, _props.size(), Ref<Prop2DDataEntry>());
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return _props.get(index);
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}
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void Prop2DData::set_prop(const int index, const Ref<Prop2DDataEntry> prop) {
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ERR_FAIL_INDEX(index, _props.size());
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_props.set(index, prop);
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}
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void Prop2DData::add_prop(const Ref<Prop2DDataEntry> prop) {
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_props.push_back(prop);
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}
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void Prop2DData::remove_prop(const int index) {
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ERR_FAIL_INDEX(index, _props.size());
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_props.remove(index);
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}
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int Prop2DData::get_prop_count() const {
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return _props.size();
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}
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Vector<Variant> Prop2DData::get_props() {
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Vector<Variant> r;
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for (int i = 0; i < _props.size(); i++) {
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r.push_back(_props[i].get_ref_ptr());
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}
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return r;
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}
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void Prop2DData::set_props(const Vector<Variant> &props) {
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_props.clear();
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for (int i = 0; i < props.size(); i++) {
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Ref<Prop2DDataEntry> prop = Ref<Prop2DDataEntry>(props[i]);
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_props.push_back(prop);
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}
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}
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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void Prop2DData::add_textures_into(Ref<TexturePacker> texture_packer) {
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ERR_FAIL_COND(!texture_packer.is_valid());
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for (int i = 0; i < _props.size(); ++i) {
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Ref<Prop2DDataEntry> entry = _props.get(i);
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if (entry.is_valid()) {
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entry->add_textures_into(texture_packer);
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}
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}
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}
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#endif
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bool Prop2DData::get_is_room() const {
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return _is_room;
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}
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void Prop2DData::set_is_room(const bool value) {
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_is_room = value;
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}
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PoolVector3Array Prop2DData::get_room_bounds() {
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return _room_bounds;
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}
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void Prop2DData::set_room_bounds(const PoolVector3Array &bounds) {
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_room_bounds = bounds;
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}
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void Prop2DData::copy_from(const Ref<Prop2DData> &prop_data) {
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_id = prop_data->_id;
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_snap_to_mesh = prop_data->_snap_to_mesh;
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_snap_axis = prop_data->_snap_axis;
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_props.clear();
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for (int i = 0; i < prop_data->_props.size(); ++i) {
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_props.push_back(prop_data->_props[i]);
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}
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_is_room = prop_data->_is_room;
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_room_bounds = prop_data->_room_bounds;
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emit_changed();
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}
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Prop2DData::Prop2DData() {
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_id = 0;
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_snap_to_mesh = false;
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_is_room = false;
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_snap_axis = Vector3(0, -1, 0);
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}
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Prop2DData::~Prop2DData() {
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_props.clear();
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}
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void Prop2DData::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_prop", "index"), &Prop2DData::get_prop);
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ClassDB::bind_method(D_METHOD("set_prop", "index", "spell"), &Prop2DData::set_prop);
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ClassDB::bind_method(D_METHOD("add_prop", "prop"), &Prop2DData::add_prop);
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ClassDB::bind_method(D_METHOD("remove_prop", "index"), &Prop2DData::remove_prop);
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ClassDB::bind_method(D_METHOD("get_prop_count"), &Prop2DData::get_prop_count);
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ClassDB::bind_method(D_METHOD("get_props"), &Prop2DData::get_props);
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ClassDB::bind_method(D_METHOD("set_props", "props"), &Prop2DData::set_props);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "props", PROPERTY_HINT_NONE, "23/20:Prop2DDataEntry", PROPERTY_USAGE_DEFAULT, "Prop2DDataEntry"), "set_props", "get_props");
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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ClassDB::bind_method(D_METHOD("add_textures_into", "texture_packer"), &Prop2DData::add_textures_into);
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#endif
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ClassDB::bind_method(D_METHOD("get_is_room"), &Prop2DData::get_is_room);
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ClassDB::bind_method(D_METHOD("set_is_room", "value"), &Prop2DData::set_is_room);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_room"), "set_is_room", "get_is_room");
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ClassDB::bind_method(D_METHOD("get_room_bounds"), &Prop2DData::get_room_bounds);
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ClassDB::bind_method(D_METHOD("set_room_bounds", "value"), &Prop2DData::set_room_bounds);
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ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "room_bounds"), "set_room_bounds", "get_room_bounds");
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ClassDB::bind_method(D_METHOD("copy_from", "prop_data"), &Prop2DData::copy_from);
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}
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