mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-22 00:48:09 +01:00
321 lines
9.0 KiB
C++
321 lines
9.0 KiB
C++
/*************************************************************************/
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/* prop_2d_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_2d_instance.h"
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#include "../mesh_data_resource/nodes/mesh_data_instance.h"
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#include "scene/3d/light.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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#include "../mesh_data_resource/props_2d/prop_2d_data_mesh_data.h"
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#endif
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#include "./props/prop_2d_data_entry.h"
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#include "./props/prop_2d_data_light.h"
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#include "./props/prop_2d_data_prop.h"
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#include "./props/prop_2d_data_scene.h"
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#include "./props/prop_2d_data_sprite.h"
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#include "./props/prop_2d_data_tiled_wall_2d.h"
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#include "tiled_wall/tiled_wall_2d.h"
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#include "tiled_wall/tiled_wall_2d_data.h"
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Ref<Prop2DData> Prop2DInstance::get_prop_data() {
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return _prop_data;
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}
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void Prop2DInstance::set_prop_data(const Ref<Prop2DData> &data) {
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if (_prop_data == data)
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return;
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_prop_data = data;
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if (_building) {
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queue_build();
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} else {
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call_deferred("build");
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}
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}
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uint32_t Prop2DInstance::get_collision_layer() const {
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return _collision_layer;
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}
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void Prop2DInstance::set_collision_layer(uint32_t p_layer) {
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_collision_layer = p_layer;
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collision_layer_changed();
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}
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uint32_t Prop2DInstance::get_collision_mask() const {
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return _collision_mask;
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}
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void Prop2DInstance::set_collision_mask(uint32_t p_mask) {
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_collision_mask = p_mask;
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collision_mask_changed();
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}
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void Prop2DInstance::collision_layer_changed() {
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}
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void Prop2DInstance::collision_mask_changed() {
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}
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void Prop2DInstance::init_materials() {
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call("_init_materials");
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}
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void Prop2DInstance::_init_materials() {
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}
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void Prop2DInstance::build() {
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call("_build");
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}
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void Prop2DInstance::queue_build() {
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_build_queued = true;
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}
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void Prop2DInstance::build_finished() {
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call("_build_finished");
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}
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void Prop2DInstance::_build() {
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_building = true;
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_build_queued = false;
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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 (!_prop_data.is_valid())
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return;
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prop_preprocess(Transform2D(), _prop_data);
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}
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void Prop2DInstance::_build_finished() {
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_building = false;
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if (_build_queued) {
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call_deferred("build");
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}
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}
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void Prop2DInstance::prop_preprocess(Transform2D transform, const Ref<Prop2DData> &prop) {
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call("_prop_preprocess", transform, prop);
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}
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void Prop2DInstance::_prop_preprocess(Transform2D transform, const Ref<Prop2DData> &prop) {
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//don't set owners, to help working with the editor
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ERR_FAIL_COND(!prop.is_valid());
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int count = prop->get_prop_count();
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for (int i = 0; i < count; ++i) {
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Ref<Prop2DDataEntry> e = prop->get_prop(i);
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if (!e.is_valid())
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continue;
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Transform2D t = transform * e->get_transform_2d();
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Ref<Prop2DDataProp2D> prop_entry_data = e;
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if (prop_entry_data.is_valid()) {
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Ref<Prop2DData> p = prop_entry_data->get_prop();
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if (!p.is_valid())
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continue;
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prop_preprocess(t, p);
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continue;
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}
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Ref<Prop2DDataTiledWall2D> tiled_wall_data = e;
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if (tiled_wall_data.is_valid()) {
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Node *twn = tiled_wall_data->_processor_get_node_for(t);
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add_child(twn);
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continue;
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}
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Ref<Prop2DDataScene> scene_data = e;
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if (scene_data.is_valid()) {
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Ref<PackedScene> sc = scene_data->get_scene();
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if (!sc.is_valid())
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continue;
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Node *n = sc->instance();
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add_child(n);
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Node2D *n2d = Object::cast_to<Node2D>(n);
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if (n2d) {
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n2d->set_transform(t);
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}
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continue;
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}
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Ref<Prop2DDataLight> light_data = e;
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if (light_data.is_valid()) {
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Node *light = light_data->_processor_get_node_for(t);
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add_child(light);
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continue;
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}
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Ref<Prop2DDataSprite> sprite_data = e;
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if (sprite_data.is_valid()) {
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Node *sp = sprite_data->_processor_get_node_for(t);
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add_child(sp);
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continue;
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}
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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//TODO
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/*
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Ref<Prop2DDataMeshData> mesh_data = e;
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if (mesh_data.is_valid()) {
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Ref<MeshDataResource> mdr = mesh_data->get_mesh();
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if (!mdr.is_valid())
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continue;
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MeshDataInstance *mdi = memnew(MeshDataInstance);
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add_child(mdi);
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mdi->set_transform(t);
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if (_material.is_valid()) {
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//duplicate the material, so that textures will work
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Ref<Material> mat = _material->duplicate();
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Ref<Texture> texture = mdi->get_texture();
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mdi->set_material(mat);
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}
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mdi->set_mesh_data(mdr);
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continue;
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}
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*/
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#endif
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}
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}
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Prop2DInstance::Prop2DInstance() {
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_build_queued = false;
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_building = false;
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_collision_layer = 1;
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_collision_mask = 1;
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}
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Prop2DInstance::~Prop2DInstance() {
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_prop_data.unref();
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}
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void Prop2DInstance::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (_prop_data.is_valid()) {
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build();
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}
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}
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case NOTIFICATION_EXIT_TREE: {
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}
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}
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}
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void Prop2DInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_prop_data"), &Prop2DInstance::get_prop_data);
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ClassDB::bind_method(D_METHOD("set_prop_data", "value"), &Prop2DInstance::set_prop_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DData"), "set_prop_data", "get_prop_data");
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ClassDB::bind_method(D_METHOD("get_collision_layer"), &Prop2DInstance::get_collision_layer);
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ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &Prop2DInstance::set_collision_layer);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &Prop2DInstance::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "layer"), &Prop2DInstance::set_collision_mask);
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ADD_GROUP("Collision", "collision_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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BIND_VMETHOD(MethodInfo("_prop_preprocess",
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PropertyInfo(Variant::TRANSFORM, "tarnsform"),
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PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DData")));
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ClassDB::bind_method(D_METHOD("prop_preprocess", "tarnsform", "prop"), &Prop2DInstance::prop_preprocess);
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ClassDB::bind_method(D_METHOD("_prop_preprocess", "tarnsform", "prop"), &Prop2DInstance::_prop_preprocess);
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//---
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BIND_VMETHOD(MethodInfo("_init_materials"));
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ClassDB::bind_method(D_METHOD("init_materials"), &Prop2DInstance::init_materials);
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ClassDB::bind_method(D_METHOD("_init_materials"), &Prop2DInstance::_init_materials);
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//---
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ClassDB::bind_method(D_METHOD("build"), &Prop2DInstance::build);
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ClassDB::bind_method(D_METHOD("queue_build"), &Prop2DInstance::queue_build);
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ClassDB::bind_method(D_METHOD("build_finished"), &Prop2DInstance::build_finished);
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BIND_VMETHOD(MethodInfo("_build"));
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BIND_VMETHOD(MethodInfo("_build_finished"));
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ClassDB::bind_method(D_METHOD("_build"), &Prop2DInstance::_build);
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ClassDB::bind_method(D_METHOD("_build_finished"), &Prop2DInstance::_build_finished);
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}
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