pandemonium_engine/modules/props_2d/prop_2d_instance.cpp

321 lines
9.0 KiB
C++

/*************************************************************************/
/* prop_2d_instance.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_instance.h"
#include "../mesh_data_resource/nodes/mesh_data_instance.h"
#include "scene/3d/light.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../mesh_data_resource/props_2d/prop_2d_data_mesh_data.h"
#endif
#include "./props/prop_2d_data_entry.h"
#include "./props/prop_2d_data_light.h"
#include "./props/prop_2d_data_prop.h"
#include "./props/prop_2d_data_scene.h"
#include "./props/prop_2d_data_sprite.h"
#include "./props/prop_2d_data_tiled_wall_2d.h"
#include "tiled_wall/tiled_wall_2d.h"
#include "tiled_wall/tiled_wall_2d_data.h"
Ref<Prop2DData> Prop2DInstance::get_prop_data() {
return _prop_data;
}
void Prop2DInstance::set_prop_data(const Ref<Prop2DData> &data) {
if (_prop_data == data)
return;
_prop_data = data;
if (_building) {
queue_build();
} else {
call_deferred("build");
}
}
uint32_t Prop2DInstance::get_collision_layer() const {
return _collision_layer;
}
void Prop2DInstance::set_collision_layer(uint32_t p_layer) {
_collision_layer = p_layer;
collision_layer_changed();
}
uint32_t Prop2DInstance::get_collision_mask() const {
return _collision_mask;
}
void Prop2DInstance::set_collision_mask(uint32_t p_mask) {
_collision_mask = p_mask;
collision_mask_changed();
}
void Prop2DInstance::collision_layer_changed() {
}
void Prop2DInstance::collision_mask_changed() {
}
void Prop2DInstance::init_materials() {
call("_init_materials");
}
void Prop2DInstance::_init_materials() {
}
void Prop2DInstance::build() {
call("_build");
}
void Prop2DInstance::queue_build() {
_build_queued = true;
}
void Prop2DInstance::build_finished() {
call("_build_finished");
}
void Prop2DInstance::_build() {
_building = true;
_build_queued = false;
if (!is_inside_tree()) {
return;
}
for (int i = 0; i < get_child_count(); ++i) {
Node *n = get_child(i);
//this way we won't delete the user's nodes
if (n->get_owner() == NULL) {
n->queue_delete();
}
}
if (!_prop_data.is_valid())
return;
prop_preprocess(Transform2D(), _prop_data);
}
void Prop2DInstance::_build_finished() {
_building = false;
if (_build_queued) {
call_deferred("build");
}
}
void Prop2DInstance::prop_preprocess(Transform2D transform, const Ref<Prop2DData> &prop) {
call("_prop_preprocess", transform, prop);
}
void Prop2DInstance::_prop_preprocess(Transform2D transform, const Ref<Prop2DData> &prop) {
//don't set owners, to help working with the editor
ERR_FAIL_COND(!prop.is_valid());
int count = prop->get_prop_count();
for (int i = 0; i < count; ++i) {
Ref<Prop2DDataEntry> e = prop->get_prop(i);
if (!e.is_valid())
continue;
Transform2D t = transform * e->get_transform_2d();
Ref<Prop2DDataProp2D> prop_entry_data = e;
if (prop_entry_data.is_valid()) {
Ref<Prop2DData> p = prop_entry_data->get_prop();
if (!p.is_valid())
continue;
prop_preprocess(t, p);
continue;
}
Ref<Prop2DDataTiledWall2D> tiled_wall_data = e;
if (tiled_wall_data.is_valid()) {
Node *twn = tiled_wall_data->_processor_get_node_for(t);
add_child(twn);
continue;
}
Ref<Prop2DDataScene> scene_data = e;
if (scene_data.is_valid()) {
Ref<PackedScene> sc = scene_data->get_scene();
if (!sc.is_valid())
continue;
Node *n = sc->instance();
add_child(n);
Node2D *n2d = Object::cast_to<Node2D>(n);
if (n2d) {
n2d->set_transform(t);
}
continue;
}
Ref<Prop2DDataLight> light_data = e;
if (light_data.is_valid()) {
Node *light = light_data->_processor_get_node_for(t);
add_child(light);
continue;
}
Ref<Prop2DDataSprite> sprite_data = e;
if (sprite_data.is_valid()) {
Node *sp = sprite_data->_processor_get_node_for(t);
add_child(sp);
continue;
}
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
//TODO
/*
Ref<Prop2DDataMeshData> mesh_data = e;
if (mesh_data.is_valid()) {
Ref<MeshDataResource> mdr = mesh_data->get_mesh();
if (!mdr.is_valid())
continue;
MeshDataInstance *mdi = memnew(MeshDataInstance);
add_child(mdi);
mdi->set_transform(t);
if (_material.is_valid()) {
//duplicate the material, so that textures will work
Ref<Material> mat = _material->duplicate();
Ref<Texture> texture = mdi->get_texture();
mdi->set_material(mat);
}
mdi->set_mesh_data(mdr);
continue;
}
*/
#endif
}
}
Prop2DInstance::Prop2DInstance() {
_build_queued = false;
_building = false;
_collision_layer = 1;
_collision_mask = 1;
}
Prop2DInstance::~Prop2DInstance() {
_prop_data.unref();
}
void Prop2DInstance::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (_prop_data.is_valid()) {
build();
}
}
case NOTIFICATION_EXIT_TREE: {
}
}
}
void Prop2DInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_prop_data"), &Prop2DInstance::get_prop_data);
ClassDB::bind_method(D_METHOD("set_prop_data", "value"), &Prop2DInstance::set_prop_data);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DData"), "set_prop_data", "get_prop_data");
ClassDB::bind_method(D_METHOD("get_collision_layer"), &Prop2DInstance::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &Prop2DInstance::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &Prop2DInstance::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask", "layer"), &Prop2DInstance::set_collision_mask);
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
BIND_VMETHOD(MethodInfo("_prop_preprocess",
PropertyInfo(Variant::TRANSFORM, "tarnsform"),
PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DData")));
ClassDB::bind_method(D_METHOD("prop_preprocess", "tarnsform", "prop"), &Prop2DInstance::prop_preprocess);
ClassDB::bind_method(D_METHOD("_prop_preprocess", "tarnsform", "prop"), &Prop2DInstance::_prop_preprocess);
//---
BIND_VMETHOD(MethodInfo("_init_materials"));
ClassDB::bind_method(D_METHOD("init_materials"), &Prop2DInstance::init_materials);
ClassDB::bind_method(D_METHOD("_init_materials"), &Prop2DInstance::_init_materials);
//---
ClassDB::bind_method(D_METHOD("build"), &Prop2DInstance::build);
ClassDB::bind_method(D_METHOD("queue_build"), &Prop2DInstance::queue_build);
ClassDB::bind_method(D_METHOD("build_finished"), &Prop2DInstance::build_finished);
BIND_VMETHOD(MethodInfo("_build"));
BIND_VMETHOD(MethodInfo("_build_finished"));
ClassDB::bind_method(D_METHOD("_build"), &Prop2DInstance::_build);
ClassDB::bind_method(D_METHOD("_build_finished"), &Prop2DInstance::_build_finished);
}