Moved PropData from Voxelman to here.

This commit is contained in:
Relintai 2020-06-27 17:03:29 +02:00
parent 26cc4e9b3d
commit 3ede345c82
17 changed files with 1067 additions and 0 deletions

9
SCsub
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@ -14,6 +14,15 @@ sources = [
"register_types.cpp", "register_types.cpp",
"props/prop_data.cpp",
"props/prop_data_entry.cpp",
"props/prop_data_scene.cpp",
"props/prop_data_mesh.cpp",
"props/prop_data_light.cpp",
"props/prop_data_prop.cpp",
"props/prop_data_entity.cpp",
"clutter/ground_clutter.cpp", "clutter/ground_clutter.cpp",
"clutter/ground_clutter_foliage.cpp", "clutter/ground_clutter_foliage.cpp",

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@ -10,6 +10,13 @@ def configure(env):
def get_doc_classes(): def get_doc_classes():
return [ return [
"PropDataEntity",
"PropDataEntry",
"PropDataLight",
"PropDataMesh",
"PropDataProp",
"PropDataScene",
"PropData",
"GroundClutterFoliage", "GroundClutterFoliage",
"GroundClutter", "GroundClutter",

265
props/prop_data.cpp Normal file
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@ -0,0 +1,265 @@
/*
Copyright (c) 2019-2020 Péter Magyar
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_data.h"
#include "prop_data_prop.h"
#include "../../voxelman/world/voxel_chunk.h"
int PropData::get_id() const {
return _id;
}
void PropData::set_id(const int value) {
_id = value;
}
bool PropData::get_snap_to_mesh() const {
return _snap_to_mesh;
}
void PropData::set_snap_to_mesh(const bool value) {
_snap_to_mesh = value;
}
Vector3 PropData::get_snap_axis() const {
return _snap_axis;
}
void PropData::set_snap_axis(const Vector3 &value) {
_snap_axis = value;
}
Ref<PropDataEntry> PropData::get_prop(const int index) const {
ERR_FAIL_INDEX_V(index, _props.size(), Ref<PropDataEntry>());
return _props.get(index);
}
void PropData::set_prop(const int index, const Ref<PropDataEntry> prop) {
ERR_FAIL_INDEX(index, _props.size());
_props.set(index, prop);
}
void PropData::add_prop(const Ref<PropDataEntry> prop) {
_props.push_back(prop);
}
void PropData::remove_prop(const int index) {
ERR_FAIL_INDEX(index, _props.size());
_props.remove(index);
}
int PropData::get_prop_count() const {
return _props.size();
}
Vector<Variant> PropData::get_props() {
Vector<Variant> r;
for (int i = 0; i < _props.size(); i++) {
r.push_back(_props[i].get_ref_ptr());
}
return r;
}
void PropData::set_props(const Vector<Variant> &props) {
_props.clear();
for (int i = 0; i < props.size(); i++) {
Ref<PropDataEntry> prop = Ref<PropDataEntry>(props[i]);
_props.push_back(prop);
}
}
void PropData::add_textures_into(Ref<TexturePacker> texture_packer) {
ERR_FAIL_COND(!texture_packer.is_valid());
for (int i = 0; i < _props.size(); ++i) {
Ref<PropDataEntry> entry = _props.get(i);
Ref<PropDataMesh> pmesh = entry;
if (pmesh.is_valid() && pmesh->get_texture().is_valid()) {
texture_packer->add_texture(pmesh->get_texture());
}
Ref<PropDataProp> pdataprop = entry;
if (pdataprop.is_valid() && pdataprop->get_prop().is_valid()) {
pdataprop->get_prop()->add_textures_into(texture_packer);
}
}
}
void PropData::add_prop_lights_into(Ref<VoxelChunk> chunk, Transform parent_transform, bool allow_snap) {
ERR_FAIL_COND(!chunk.is_valid());
for (int i = 0; i < _props.size(); ++i) {
Ref<PropDataEntry> entry = _props.get(i);
Ref<PropDataLight> pl = entry;
if (pl.is_valid()) {
Transform t = parent_transform * pl->get_transform();
Vector3 px = t.origin / chunk->get_voxel_scale();
Ref<VoxelLight> vl;
vl.instance();
vl->set_world_position(px.x + chunk->get_position_x() * chunk->get_size_x(), px.y + chunk->get_position_y() * chunk->get_size_y(), px.z + chunk->get_position_z() * chunk->get_size_z());
vl->set_color(pl->get_light_color());
vl->set_size(pl->get_light_size());
chunk->bake_light(vl);
}
Ref<PropDataProp> pdataprop = entry;
if (pdataprop.is_valid() && pdataprop->get_prop().is_valid()) {
Ref<PropData> pd = pdataprop->get_prop();
if (allow_snap) {
if (pd->get_snap_to_mesh())
print_error(pd->get_name());
pd->add_prop_lights_into(chunk, get_next_snapped_prop_transform(chunk->get_voxel_world(), parent_transform * pdataprop->get_transform(), pd->get_snap_to_mesh(), pd->get_snap_axis()), allow_snap);
} else {
pd->add_prop_lights_into(chunk, parent_transform * pdataprop->get_transform(), allow_snap);
}
}
}
}
void PropData::add_meshes_into(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Spatial *snap_spatial) {
ERR_FAIL_COND(!mesher.is_valid());
ERR_FAIL_COND(!texture_packer.is_valid());
ERR_FAIL_COND(texture_packer->get_generated_texture_count() == 0);
ERR_FAIL_COND(snap_spatial != NULL && !ObjectDB::instance_validate(snap_spatial));
Vector2 texsize = texture_packer->get_generated_texture(0)->get_size();
for (int i = 0; i < _props.size(); ++i) {
Ref<PropDataEntry> entry = _props.get(i);
Ref<PropDataMesh> pmesh = entry;
if (pmesh.is_valid()) {
Rect2 reg = Rect2(0, 0, 1, 1);
if (pmesh->get_texture().is_valid()) {
Ref<AtlasTexture> at = texture_packer->get_texture(pmesh->get_texture());
reg = at->get_region();
reg.position.x /= texsize.x;
reg.position.y /= texsize.y;
reg.size.x /= texsize.x;
reg.size.y /= texsize.y;
}
if (snap_spatial != NULL)
mesher->add_mesh_data_resource_transform(pmesh->get_mesh(), get_next_snapped_prop_transform(snap_spatial, parent_transform * pmesh->get_transform(), pmesh->get_snap_to_mesh(), pmesh->get_snap_axis()), reg);
else
mesher->add_mesh_data_resource_transform(pmesh->get_mesh(), parent_transform * pmesh->get_transform(), reg);
}
Ref<PropDataProp> pdataprop = entry;
if (pdataprop.is_valid() && pdataprop->get_prop().is_valid()) {
if (snap_spatial != NULL)
pdataprop->get_prop()->add_meshes_into(mesher, texture_packer, get_next_snapped_prop_transform(snap_spatial, parent_transform * pdataprop->get_transform(), pdataprop->get_snap_to_mesh(), pdataprop->get_snap_axis()), snap_spatial);
else
pdataprop->get_prop()->add_meshes_into(mesher, texture_packer, parent_transform * pmesh->get_transform(), snap_spatial);
}
}
}
void PropData::add_meshes_into_bind(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Node *snap_spatial) {
Spatial *s = Object::cast_to<Spatial>(snap_spatial);
ERR_FAIL_COND(s != NULL && !ObjectDB::instance_validate(s));
add_meshes_into(mesher, texture_packer, parent_transform, s);
}
Transform PropData::get_next_snapped_prop_transform(Spatial *s, Transform parent_transform, bool snap_to_mesh, Vector3 snap_axis) {
if (snap_to_mesh) {
Vector3 pos = s->to_global(parent_transform.origin);
Vector3 world_snap_axis = s->to_global(parent_transform.xform(snap_axis));
Vector3 world_snap_dir = world_snap_axis - pos;
world_snap_dir *= 100;
PhysicsDirectSpaceState *space_state = s->get_world()->get_direct_space_state();
ERR_FAIL_COND_V(space_state == NULL, parent_transform);
PhysicsDirectSpaceState::RayResult res;
if (space_state->intersect_ray(pos - world_snap_dir, pos + world_snap_dir, res, Set<RID>(), 1)) {
parent_transform.origin = s->to_local(res.position);
}
}
return parent_transform;
}
Transform PropData::get_next_snapped_prop_transform_bind(Node *spatial, Transform parent_transform, bool snap_to_mesh, Vector3 snap_axis) {
Spatial *s = Object::cast_to<Spatial>(spatial);
ERR_FAIL_COND_V(!ObjectDB::instance_validate(s), parent_transform);
return get_next_snapped_prop_transform(s, parent_transform, snap_to_mesh, snap_axis);
}
PropData::PropData() {
_id = 0;
_snap_to_mesh = false;
_snap_axis = Vector3(0, -1, 0);
}
PropData::~PropData() {
_props.clear();
}
void PropData::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropData::get_snap_to_mesh);
ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropData::set_snap_to_mesh);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropData::get_snap_axis);
ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropData::set_snap_axis);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
ClassDB::bind_method(D_METHOD("get_prop", "index"), &PropData::get_prop);
ClassDB::bind_method(D_METHOD("set_prop", "index", "spell"), &PropData::set_prop);
ClassDB::bind_method(D_METHOD("add_prop", "prop"), &PropData::add_prop);
ClassDB::bind_method(D_METHOD("remove_prop", "index"), &PropData::remove_prop);
ClassDB::bind_method(D_METHOD("get_prop_count"), &PropData::get_prop_count);
ClassDB::bind_method(D_METHOD("get_props"), &PropData::get_props);
ClassDB::bind_method(D_METHOD("set_props", "props"), &PropData::set_props);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "props", PROPERTY_HINT_NONE, "17/17:PropDataEntry", PROPERTY_USAGE_DEFAULT, "PropDataEntry"), "set_props", "get_props");
ClassDB::bind_method(D_METHOD("add_textures_into", "texture_packer"), &PropData::add_textures_into);
ClassDB::bind_method(D_METHOD("add_prop_lights_into", "chunk", "parent_transform", "allow_snap"), &PropData::add_prop_lights_into);
ClassDB::bind_method(D_METHOD("add_meshes_into", "mesher", "texture_packer", "parent_transform", "snap_spatial"), &PropData::add_meshes_into_bind);
ClassDB::bind_method(D_METHOD("get_next_snapped_prop_transform", "spatial", "parent_transform", "snap_to_mesh", "snap_axis"), &PropData::get_next_snapped_prop_transform_bind);
}

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@ -0,0 +1,90 @@
/*
Copyright (c) 2019-2020 Péter Magyar
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.
*/
#ifndef PROP_DATA_H
#define PROP_DATA_H
#include "core/math/rect2.h"
#include "core/math/transform.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/reference.h"
#include "core/vector.h"
#include "servers/physics_server.h"
#include "prop_data_entry.h"
#include "prop_data_mesh.h"
#include "../../voxelman/meshers/voxel_mesher.h"
#include "../../texture_packer/texture_packer.h"
class Spatial;
class VoxelChunk;
class PropData : public Resource {
GDCLASS(PropData, Resource);
public:
int get_id() const;
void set_id(const int value);
bool get_snap_to_mesh() const;
void set_snap_to_mesh(const bool value);
Vector3 get_snap_axis() const;
void set_snap_axis(const Vector3 &value);
Ref<PropDataEntry> get_prop(const int index) const;
void set_prop(const int index, const Ref<PropDataEntry> prop);
void add_prop(const Ref<PropDataEntry> prop);
void remove_prop(const int index);
int get_prop_count() const;
Vector<Variant> get_props();
void set_props(const Vector<Variant> &props);
void add_textures_into(Ref<TexturePacker> texture_packer);
void add_prop_lights_into(Ref<VoxelChunk> chunk, Transform parent_transform, bool allow_snap);
void add_meshes_into(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Spatial *snap_spatial = NULL);
void add_meshes_into_bind(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Node *snap_spatial = NULL);
Transform get_next_snapped_prop_transform(Spatial *s, Transform parent_transform, bool snap_to_mesh, Vector3 snap_axis);
Transform get_next_snapped_prop_transform_bind(Node *spatial, Transform parent_transform, bool snap_to_mesh, Vector3 snap_axis);
PropData();
~PropData();
protected:
static void _bind_methods();
private:
int _id;
bool _snap_to_mesh;
Vector3 _snap_axis;
Vector<Ref<PropDataEntry> > _props;
};
#endif

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/*
Copyright (c) 2019-2020 Péter Magyar
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_data_entity.h"
int PropDataEntity::get_entity_data_id() const {
return _entity_data_id;
}
void PropDataEntity::set_entity_data_id(const int value) {
_entity_data_id = value;
}
int PropDataEntity::get_level() const {
return _level;
}
void PropDataEntity::set_level(const int value) {
_level = value;
}
PropDataEntity::PropDataEntity() {
_entity_data_id = 0;
_level = 1;
}
PropDataEntity::~PropDataEntity() {
}
void PropDataEntity::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_entity_data_id"), &PropDataEntity::get_entity_data_id);
ClassDB::bind_method(D_METHOD("set_entity_data_id", "value"), &PropDataEntity::set_entity_data_id);
ADD_PROPERTY(PropertyInfo(Variant::INT, "entity_data_id"), "set_entity_data_id", "get_entity_data_id");
ClassDB::bind_method(D_METHOD("get_level"), &PropDataEntity::get_level);
ClassDB::bind_method(D_METHOD("set_level", "value"), &PropDataEntity::set_level);
ADD_PROPERTY(PropertyInfo(Variant::INT, "level"), "set_level", "get_level");
}

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/*
Copyright (c) 2019-2020 Péter Magyar
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.
*/
#ifndef PROP_DATA_ENTITY_H
#define PROP_DATA_ENTITY_H
#include "prop_data_entry.h"
class PropDataEntity : public PropDataEntry {
GDCLASS(PropDataEntity, PropDataEntry);
public:
int get_entity_data_id() const;
void set_entity_data_id(const int value);
int get_level() const;
void set_level(const int value);
PropDataEntity();
~PropDataEntity();
protected:
static void _bind_methods();
private:
int _level;
int _entity_data_id;
};
#endif

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/*
Copyright (c) 2019-2020 Péter Magyar
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_data_entry.h"
Transform PropDataEntry::get_transform() const {
return _transform;
}
void PropDataEntry::set_transform(const Transform value) {
_transform = value;
}
PropDataEntry::PropDataEntry() {
}
PropDataEntry::~PropDataEntry() {
}
void PropDataEntry::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_transform"), &PropDataEntry::get_transform);
ClassDB::bind_method(D_METHOD("set_transform", "value"), &PropDataEntry::set_transform);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
}

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/*
Copyright (c) 2019-2020 Péter Magyar
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.
*/
#ifndef PROP_DATA_DATA_H
#define PROP_DATA_DATA_H
#include "core/math/transform.h"
#include "core/resource.h"
class PropDataEntry : public Resource {
GDCLASS(PropDataEntry, Resource);
public:
Transform get_transform() const;
void set_transform(const Transform value);
PropDataEntry();
~PropDataEntry();
protected:
static void _bind_methods();
private:
Transform _transform;
};
#endif

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/*
Copyright (c) 2019-2020 Péter Magyar
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_data_light.h"
Color PropDataLight::get_light_color() const {
return _light_color;
}
void PropDataLight::set_light_color(const Color value) {
_light_color = value;
}
int PropDataLight::get_light_size() const {
return _light_size;
}
void PropDataLight::set_light_size(const int value) {
_light_size = value;
}
PropDataLight::PropDataLight() {
_light_size = 5;
}
PropDataLight::~PropDataLight() {
}
void PropDataLight::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_light_color"), &PropDataLight::get_light_color);
ClassDB::bind_method(D_METHOD("set_light_color", "value"), &PropDataLight::set_light_color);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_light_color", "get_light_color");
ClassDB::bind_method(D_METHOD("get_light_size"), &PropDataLight::get_light_size);
ClassDB::bind_method(D_METHOD("set_light_size", "value"), &PropDataLight::set_light_size);
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_size"), "set_light_size", "get_light_size");
}

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/*
Copyright (c) 2019-2020 Péter Magyar
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.
*/
#ifndef PROP_DATA_LIGHT_H
#define PROP_DATA_LIGHT_H
#include "prop_data_entry.h"
#include "core/color.h"
class PropDataLight : public PropDataEntry {
GDCLASS(PropDataLight, PropDataEntry);
public:
Color get_light_color() const;
void set_light_color(const Color value);
int get_light_size() const;
void set_light_size(const int value);
PropDataLight();
~PropDataLight();
protected:
static void _bind_methods();
private:
Color _light_color;
int _light_size;
};
#endif

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/*
Copyright (c) 2019-2020 Péter Magyar
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_data_mesh.h"
Ref<MeshDataResource> PropDataMesh::get_mesh() const {
return _mesh;
}
void PropDataMesh::set_mesh(const Ref<MeshDataResource> mesh) {
_mesh = mesh;
}
Ref<Texture> PropDataMesh::get_texture() const {
return _texture;
}
void PropDataMesh::set_texture(const Ref<Texture> texture) {
_texture = texture;
}
bool PropDataMesh::get_snap_to_mesh() {
return _snap_to_mesh;
}
void PropDataMesh::set_snap_to_mesh(bool value) {
_snap_to_mesh = value;
}
Vector3 PropDataMesh::get_snap_axis() {
return _snap_axis;
}
void PropDataMesh::set_snap_axis(Vector3 value) {
_snap_axis = value;
}
PropDataMesh::PropDataMesh() {
_snap_to_mesh = true;
_snap_axis = Vector3(0, 1, 0);
}
PropDataMesh::~PropDataMesh() {
if (_mesh.is_valid())
_mesh.unref();
}
void PropDataMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mesh"), &PropDataMesh::get_mesh);
ClassDB::bind_method(D_METHOD("set_mesh", "value"), &PropDataMesh::set_mesh);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh", "get_mesh");
ClassDB::bind_method(D_METHOD("get_texture"), &PropDataMesh::get_texture);
ClassDB::bind_method(D_METHOD("set_texture", "value"), &PropDataMesh::set_texture);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropDataMesh::get_snap_to_mesh);
ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropDataMesh::set_snap_to_mesh);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropDataMesh::get_snap_axis);
ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropDataMesh::set_snap_axis);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
}

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/*
Copyright (c) 2019-2020 Péter Magyar
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.
*/
#ifndef PROP_DATA_MESH_H
#define PROP_DATA_MESH_H
#include "core/math/vector3.h"
#include "prop_data_entry.h"
#include "scene/resources/texture.h"
#include "../../mesh_data_resource/mesh_data_resource.h"
class PropDataMesh : public PropDataEntry {
GDCLASS(PropDataMesh, PropDataEntry);
public:
Ref<MeshDataResource> get_mesh() const;
void set_mesh(const Ref<MeshDataResource> mesh);
Ref<Texture> get_texture() const;
void set_texture(const Ref<Texture> texture);
bool get_snap_to_mesh();
void set_snap_to_mesh(bool value);
Vector3 get_snap_axis();
void set_snap_axis(Vector3 value);
PropDataMesh();
~PropDataMesh();
protected:
static void _bind_methods();
private:
bool _snap_to_mesh;
Vector3 _snap_axis;
Ref<MeshDataResource> _mesh;
Ref<Texture> _texture;
};
#endif

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/*
Copyright (c) 2019-2020 Péter Magyar
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_data_prop.h"
Ref<PropData> PropDataProp::get_prop() const {
return _prop;
}
void PropDataProp::set_prop(const Ref<PropData> value) {
_prop = value;
}
bool PropDataProp::get_snap_to_mesh() {
return _snap_to_mesh;
}
void PropDataProp::set_snap_to_mesh(bool value) {
_snap_to_mesh = value;
}
Vector3 PropDataProp::get_snap_axis() {
return _snap_axis;
}
void PropDataProp::set_snap_axis(Vector3 value) {
_snap_axis = value;
}
PropDataProp::PropDataProp() {
_snap_to_mesh = false;
_snap_axis = Vector3(0, 1, 0);
}
PropDataProp::~PropDataProp() {
if (_prop.is_valid())
_prop.unref();
}
void PropDataProp::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_prop"), &PropDataProp::get_prop);
ClassDB::bind_method(D_METHOD("set_prop", "value"), &PropDataProp::set_prop);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "PropData"), "set_prop", "get_prop");
ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropDataProp::get_snap_to_mesh);
ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropDataProp::set_snap_to_mesh);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropDataProp::get_snap_axis);
ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropDataProp::set_snap_axis);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
}

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/*
Copyright (c) 2019-2020 Péter Magyar
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.
*/
#ifndef PROP_DATA_PROP_H
#define PROP_DATA_PROP_H
#include "core/math/vector3.h"
#include "prop_data_entry.h"
#include "prop_data.h"
class PropDataProp : public PropDataEntry {
GDCLASS(PropDataProp, PropDataEntry);
public:
Ref<PropData> get_prop() const;
void set_prop(const Ref<PropData> value);
bool get_snap_to_mesh();
void set_snap_to_mesh(bool value);
Vector3 get_snap_axis();
void set_snap_axis(Vector3 value);
PropDataProp();
~PropDataProp();
protected:
static void _bind_methods();
private:
bool _snap_to_mesh;
Vector3 _snap_axis;
Ref<PropData> _prop;
};
#endif

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/*
Copyright (c) 2019-2020 Péter Magyar
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_data_scene.h"
Ref<PackedScene> PropDataScene::get_scene() const {
return _scene;
}
void PropDataScene::set_scene(const Ref<PackedScene> value) {
_scene = value;
}
bool PropDataScene::get_snap_to_mesh() {
return _snap_to_mesh;
}
void PropDataScene::set_snap_to_mesh(bool value) {
_snap_to_mesh = value;
}
Vector3 PropDataScene::get_snap_axis() {
return _snap_axis;
}
void PropDataScene::set_snap_axis(Vector3 value) {
_snap_axis = value;
}
PropDataScene::PropDataScene() {
_snap_to_mesh = true;
_snap_axis = Vector3(0, 1, 0);
}
PropDataScene::~PropDataScene() {
if (_scene.is_valid())
_scene.unref();
}
void PropDataScene::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_scene"), &PropDataScene::get_scene);
ClassDB::bind_method(D_METHOD("set_scene", "value"), &PropDataScene::set_scene);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene");
ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropDataScene::get_snap_to_mesh);
ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropDataScene::set_snap_to_mesh);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropDataScene::get_snap_axis);
ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropDataScene::set_snap_axis);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
}

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/*
Copyright (c) 2019-2020 Péter Magyar
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.
*/
#ifndef PROP_DATA_SCENE_H
#define PROP_DATA_SCENE_H
#include "core/math/vector3.h"
#include "prop_data_entry.h"
#include "scene/resources/packed_scene.h"
class PropDataScene : public PropDataEntry {
GDCLASS(PropDataScene, PropDataEntry);
public:
Ref<PackedScene> get_scene() const;
void set_scene(const Ref<PackedScene> value);
bool get_snap_to_mesh();
void set_snap_to_mesh(bool value);
Vector3 get_snap_axis();
void set_snap_axis(Vector3 value);
PropDataScene();
~PropDataScene();
protected:
static void _bind_methods();
private:
bool _snap_to_mesh;
Vector3 _snap_axis;
Ref<PackedScene> _scene;
};
#endif

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@ -22,6 +22,14 @@ SOFTWARE.
#include "register_types.h" #include "register_types.h"
#include "props/prop_data.h"
#include "props/prop_data_entity.h"
#include "props/prop_data_entry.h"
#include "props/prop_data_light.h"
#include "props/prop_data_mesh.h"
#include "props/prop_data_prop.h"
#include "props/prop_data_scene.h"
#include "clutter/ground_clutter.h" #include "clutter/ground_clutter.h"
#include "clutter/ground_clutter_foliage.h" #include "clutter/ground_clutter_foliage.h"
@ -35,6 +43,14 @@ SOFTWARE.
#include "prop_instance_job.h" #include "prop_instance_job.h"
void register_props_types() { void register_props_types() {
ClassDB::register_class<PropData>();
ClassDB::register_class<PropDataEntry>();
ClassDB::register_class<PropDataScene>();
ClassDB::register_class<PropDataMesh>();
ClassDB::register_class<PropDataLight>();
ClassDB::register_class<PropDataProp>();
ClassDB::register_class<PropDataEntity>();
ClassDB::register_class<GroundClutter>(); ClassDB::register_class<GroundClutter>();
ClassDB::register_class<GroundClutterFoliage>(); ClassDB::register_class<GroundClutterFoliage>();