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https://github.com/Relintai/props.git
synced 2024-11-12 10:15:25 +01:00
Fix compile for 4.0.
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969f3796d6
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@ -24,9 +24,23 @@ SOFTWARE.
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#include "../props/prop_data.h"
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#include "../singleton/prop_utils.h"
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#include "core/os/input.h"
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#include "core/os/keyboard.h"
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#include "core/version.h"
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#if VERSION_MAJOR < 4
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#include "core/os/input.h"
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#define CONNECT(sig, obj, target_method_class, method) connect(sig, obj, #method)
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#define DISCONNECT(sig, obj, target_method_class, method) disconnect(sig, obj, #method)
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#else
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#include "core/input/input.h"
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#define CONNECT(sig, obj, target_method_class, method) connect(sig, callable_mp(obj, &target_method_class::method))
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#define DISCONNECT(sig, obj, target_method_class, method) disconnect(sig, callable_mp(obj, &target_method_class::method))
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#endif
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void PropEditorPlugin::convert_active_scene_to_prop_data() {
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SceneTree *st = SceneTree::get_singleton();
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@ -74,7 +88,6 @@ void PropEditorPlugin::_convert_selected_scene_to_prop_data(Variant param) {
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}
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PropEditorPlugin::PropEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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editor->add_tool_menu_item("Convert active scene to PropData", this, "convert_active_scene_to_prop_data");
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@ -88,7 +101,7 @@ PropEditorPlugin::PropEditorPlugin(EditorNode *p_node) {
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container->add_child(b);
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b->set_flat(true);
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b->connect("pressed", this, "_quick_convert_button_pressed");
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b->CONNECT("pressed", this, PropEditorPlugin, _quick_convert_button_pressed);
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b->set_text("To Prop");
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b->set_shortcut(ED_SHORTCUT("spatial_editor/quick_prop_convert", "Quick convert scene to PropData.", KEY_MASK_ALT + KEY_U));
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@ -40,7 +40,7 @@ void PropInstance::set_snap_axis(const Vector3 &value) {
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}
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void PropInstance::register_prop_mesh_data_instance(MeshDataInstance *instance) {
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ERR_FAIL_COND(!ObjectDB::instance_validate(instance));
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//ERR_FAIL_COND(!ObjectDB::instance_validate(instance));
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_mesh_data_instances.push_back(instance);
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@ -49,7 +49,7 @@ void PropInstance::register_prop_mesh_data_instance(MeshDataInstance *instance)
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}
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void PropInstance::unregister_prop_mesh_data_instance(MeshDataInstance *instance) {
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ERR_FAIL_COND(!ObjectDB::instance_validate(instance));
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//ERR_FAIL_COND(!ObjectDB::instance_validate(instance));
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_mesh_data_instances.erase(instance);
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@ -66,7 +66,7 @@ void PropInstance::bake() {
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for (int i = 0; i < _mesh_data_instances.size(); ++i) {
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MeshDataInstance *md = _mesh_data_instances.get(i);
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ERR_CONTINUE(!ObjectDB::instance_validate(md));
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//ERR_CONTINUE(!ObjectDB::instance_validate(md));
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Ref<MeshDataResource> mdr = md->get_mesh();
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@ -149,7 +149,7 @@ PropInstance::PropInstance() {
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_snap_to_mesh = false;
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_snap_axis = Vector3(0, -1, 0);
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_job.instance();
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_job->connect("completed", this, "bake_finished", Vector<Variant>(), Object::CONNECT_DEFERRED);
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//_job->connect("completed", this, "bake_finished", Vector<Variant>(), Object::CONNECT_DEFERRED);
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}
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PropInstance::~PropInstance() {
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_mesh_data_instances.clear();
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@ -26,6 +26,14 @@ SOFTWARE.
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#include "prop_data_light.h"
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#include "prop_data_prop.h"
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#if VERSION_MAJOR < 4
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#include "servers/physics_server.h"
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#else
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#include "servers/physics_server_3d.h"
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#define Shape Shape3D
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#endif
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int PropData::get_id() const {
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return _id;
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}
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@ -73,7 +81,11 @@ int PropData::get_prop_count() const {
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Vector<Variant> PropData::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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#if VERSION_MAJOR < 4
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r.push_back(_props[i].get_ref_ptr());
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#else
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r.push_back(_props[i]);
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#endif
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}
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return r;
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}
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@ -30,7 +30,7 @@ SOFTWARE.
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#include "core/reference.h"
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#include "core/vector.h"
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#include "servers/physics_server.h"
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#include "core/version.h"
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#include "prop_data_entry.h"
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@ -23,7 +23,15 @@ SOFTWARE.
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#include "prop_data_entry.h"
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#include "prop_data.h"
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#include "core/version.h"
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#if VERSION_MAJOR < 4
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#include "scene/3d/spatial.h"
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#else
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#include "scene/3d/node_3d.h"
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#define Spatial Node3D
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#endif
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Transform PropDataEntry::get_transform() const {
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return _transform;
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@ -23,7 +23,14 @@ SOFTWARE.
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#include "prop_data_light.h"
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#include "prop_data.h"
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#if VERSION_MAJOR < 4
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#include "scene/3d/light.h"
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#else
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#include "scene/3d/light_3d.h"
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#define OmniLight OmniLight3D
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#define Light Light3D
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#endif
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Color PropDataLight::get_light_color() const {
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return _light_color;
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@ -26,6 +26,8 @@ SOFTWARE.
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#include "../props/prop_data_entry.h"
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#include "core/engine.h"
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#include "core/version.h"
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PropUtils *PropUtils::_instance;
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Vector<Ref<PropDataEntry>> PropUtils::_processors;
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@ -34,7 +36,9 @@ PropUtils *PropUtils::get_singleton() {
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}
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Ref<PropData> PropUtils::convert_tree(Node *root) {
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#if VERSION_MAJOR < 4
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ERR_FAIL_COND_V(!ObjectDB::instance_validate(root), Ref<PropData>());
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#endif
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Ref<PropData> data;
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data.instance();
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@ -46,7 +50,9 @@ Ref<PropData> PropUtils::convert_tree(Node *root) {
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}
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void PropUtils::_convert_tree(Ref<PropData> prop_data, Node *node, const Transform &transform) {
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#if VERSION_MAJOR < 4
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ERR_FAIL_COND(!ObjectDB::instance_validate(node));
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#endif
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for (int i = 0; i < PropUtils::_processors.size(); ++i) {
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Ref<PropDataEntry> proc = PropUtils::_processors.get(i);
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@ -84,7 +90,6 @@ void PropUtils::_convert_tree(Ref<PropData> prop_data, Node *node, const Transfo
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}
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} else {
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for (int i = 0; i < node->get_child_count(); ++i) {
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Node *child = node->get_child(i);
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if (Engine::get_singleton()->is_editor_hint()) {
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