Removed PropDataProcessor, moved it's functionality into PropDataEntry.

This commit is contained in:
Relintai 2020-07-05 21:55:08 +02:00
parent b34a8f3996
commit 85670797de
10 changed files with 66 additions and 149 deletions

2
SCsub
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@ -21,8 +21,6 @@ sources = [
"props/prop_data_prop.cpp",
"props/prop_data_entity.cpp",
"processor/prop_data_processor.cpp",
"clutter/ground_clutter.cpp",
"clutter/ground_clutter_foliage.cpp",

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@ -1,68 +0,0 @@
/*
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_processor.h"
#include "scene/3d/spatial.h"
bool PropDataProcessor::handles(Node *node) {
return call("_handles", node);
}
void PropDataProcessor::process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
call("_process", prop_data, node, transform);
}
Node *PropDataProcessor::get_node_for(const Ref<PropData> &prop_data) {
return call("_get_node_for", prop_data);
}
bool PropDataProcessor::_handles(Node *node) {
return false;
}
void PropDataProcessor::_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
}
Node *PropDataProcessor::_get_node_for(const Ref<PropData> &prop_data) {
return NULL;
}
PropDataProcessor::PropDataProcessor() {
}
PropDataProcessor::~PropDataProcessor() {
}
void PropDataProcessor::_bind_methods() {
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "handles"), "_handles"));
BIND_VMETHOD(MethodInfo("_process",
PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData"),
PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"),
PropertyInfo(Variant::TRANSFORM, "transform")));
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"), "_get_node_for",
PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData")));
ClassDB::bind_method(D_METHOD("handles", "node"), &PropDataProcessor::handles);
ClassDB::bind_method(D_METHOD("process", "prop_data", "node", "transform"), &PropDataProcessor::process);
ClassDB::bind_method(D_METHOD("get_node_for", "prop_data"), &PropDataProcessor::get_node_for);
ClassDB::bind_method(D_METHOD("_handles", "node"), &PropDataProcessor::_handles);
ClassDB::bind_method(D_METHOD("_process", "prop_data", "node", "transform"), &PropDataProcessor::_process);
ClassDB::bind_method(D_METHOD("_get_node_for", "prop_data"), &PropDataProcessor::_get_node_for);
}

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@ -1,53 +0,0 @@
/*
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_PROCESSOR_H
#define PROP_DATA_PROCESSOR_H
#include "core/math/transform.h"
#include "core/math/vector3.h"
#include "core/reference.h"
#include "../props/prop_data.h"
class Spatial;
class PropDataProcessor : public Reference {
GDCLASS(PropDataProcessor, Reference);
public:
bool handles(Node *node);
void process(Ref<PropData> prop_data, Node *node, const Transform &transform);
Node *get_node_for(const Ref<PropData> &prop_data);
virtual bool _handles(Node *node);
virtual void _process(Ref<PropData> prop_data, Node *node, const Transform &transform);
virtual Node *_get_node_for(const Ref<PropData> &prop_data);
PropDataProcessor();
~PropDataProcessor();
protected:
static void _bind_methods();
};
#endif

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@ -26,8 +26,6 @@ SOFTWARE.
#include "prop_data_light.h"
#include "prop_data_prop.h"
#include "../../voxelman/world/voxel_chunk.h"
int PropData::get_id() const {
return _id;
}

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@ -40,9 +40,6 @@ SOFTWARE.
#include "../../texture_packer/texture_packer.h"
#endif
class Spatial;
class VoxelChunk;
class PropData : public Resource {
GDCLASS(PropData, Resource);

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@ -22,6 +22,9 @@ SOFTWARE.
#include "prop_data_entry.h"
#include "prop_data.h"
#include "scene/3d/spatial.h"
Transform PropDataEntry::get_transform() const {
return _transform;
}
@ -36,6 +39,25 @@ void PropDataEntry::add_textures_into(Ref<TexturePacker> texture_packer) {
}
#endif
bool PropDataEntry::processor_handles(Node *node) {
return call("_processor_handles", node);
}
void PropDataEntry::processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
call("_processor_process", prop_data, node, transform);
}
Node *PropDataEntry::processor_get_node_for(const Ref<PropData> &prop_data) {
return call("_processor_get_node_for", prop_data);
}
bool PropDataEntry::_processor_handles(Node *node) {
return false;
}
void PropDataEntry::_processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
}
Node *PropDataEntry::_processor_get_node_for(const Ref<PropData> &prop_data) {
return NULL;
}
PropDataEntry::PropDataEntry() {
}
PropDataEntry::~PropDataEntry() {
@ -51,4 +73,21 @@ void PropDataEntry::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_textures_into", "texture_packer"), &PropDataEntry::add_textures_into);
#endif
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "handles"), "_processor_handles"));
BIND_VMETHOD(MethodInfo("_processor_process",
PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData"),
PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"),
PropertyInfo(Variant::TRANSFORM, "transform")));
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"), "_processor_get_node_for",
PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData")));
ClassDB::bind_method(D_METHOD("processor_handles", "node"), &PropDataEntry::processor_handles);
ClassDB::bind_method(D_METHOD("processor_process", "prop_data", "node", "transform"), &PropDataEntry::processor_process);
ClassDB::bind_method(D_METHOD("processor_get_node_for", "prop_data"), &PropDataEntry::processor_get_node_for);
ClassDB::bind_method(D_METHOD("_processor_handles", "node"), &PropDataEntry::_processor_handles);
ClassDB::bind_method(D_METHOD("_processor_process", "prop_data", "node", "transform"), &PropDataEntry::_processor_process);
ClassDB::bind_method(D_METHOD("_processor_get_node_for", "prop_data"), &PropDataEntry::_processor_get_node_for);
}

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@ -30,6 +30,8 @@ SOFTWARE.
#include "../../texture_packer/texture_packer.h"
#endif
class PropData;
class PropDataEntry : public Resource {
GDCLASS(PropDataEntry, Resource);
@ -41,6 +43,14 @@ public:
void add_textures_into(Ref<TexturePacker> texture_packer);
#endif
bool processor_handles(Node *node);
void processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
Node *processor_get_node_for(const Ref<PropData> &prop_data);
virtual bool _processor_handles(Node *node);
virtual void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
virtual Node *_processor_get_node_for(const Ref<PropData> &prop_data);
PropDataEntry();
~PropDataEntry();

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@ -42,8 +42,6 @@ SOFTWARE.
#include "./editor/prop_editor_plugin.h"
#include "processor/prop_data_processor.h"
static PropUtils *prop_utils = NULL;
void register_props_types() {
@ -54,8 +52,6 @@ void register_props_types() {
ClassDB::register_class<PropDataProp>();
ClassDB::register_class<PropDataEntity>();
ClassDB::register_class<PropDataProcessor>();
ClassDB::register_class<GroundClutter>();
ClassDB::register_class<GroundClutterFoliage>();

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@ -22,11 +22,11 @@ SOFTWARE.
#include "prop_utils.h"
#include "../processor/prop_data_processor.h"
#include "../props/prop_data.h"
#include "../props/prop_data_entry.h"
PropUtils *PropUtils::_instance;
Vector<Ref<PropDataProcessor> > PropUtils::_processors;
Vector<Ref<PropDataEntry> > PropUtils::_processors;
PropUtils *PropUtils::get_singleton() {
return _instance;
@ -48,12 +48,12 @@ void PropUtils::_convert_tree(Ref<PropData> prop_data, Node *node, const Transfo
ERR_FAIL_COND(!ObjectDB::instance_validate(node));
for (int i = 0; i < PropUtils::_processors.size(); ++i) {
Ref<PropDataProcessor> proc = PropUtils::_processors.get(i);
Ref<PropDataEntry> proc = PropUtils::_processors.get(i);
ERR_CONTINUE(!proc.is_valid());
if (proc->handles(node)) {
proc->process(prop_data, node, transform);
if (proc->processor_handles(node)) {
proc->processor_process(prop_data, node, transform);
break;
}
}
@ -74,15 +74,15 @@ void PropUtils::_convert_tree(Ref<PropData> prop_data, Node *node, const Transfo
}
}
int PropUtils::add_processor(const Ref<PropDataProcessor> &processor) {
int PropUtils::add_processor(const Ref<PropDataEntry> &processor) {
ERR_FAIL_COND_V(!processor.is_valid(), 0);
PropUtils::_processors.push_back(processor);
return PropUtils::_processors.size() - 1;
}
Ref<PropDataProcessor> PropUtils::get_processor(const int index) {
ERR_FAIL_INDEX_V(index, PropUtils::_processors.size(), Ref<PropDataProcessor>());
Ref<PropDataEntry> PropUtils::get_processor(const int index) {
ERR_FAIL_INDEX_V(index, PropUtils::_processors.size(), Ref<PropDataEntry>());
return PropUtils::_processors[index];
}
@ -90,7 +90,7 @@ void PropUtils::swap_processors(const int index1, const int index2) {
ERR_FAIL_INDEX(index1, PropUtils::_processors.size());
ERR_FAIL_INDEX(index2, PropUtils::_processors.size());
Ref<PropDataProcessor> a = PropUtils::_processors.get(index1);
Ref<PropDataEntry> a = PropUtils::_processors.get(index1);
PropUtils::_processors.set(index1, PropUtils::_processors.get(index2));
PropUtils::_processors.set(index2, a);
}
@ -123,10 +123,10 @@ void PropUtils::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_processor_count"), &PropUtils::_get_processor_count_bind);
}
int PropUtils::_add_processor_bind(const Ref<PropDataProcessor> &processor) {
int PropUtils::_add_processor_bind(const Ref<PropDataEntry> &processor) {
return PropUtils::add_processor(processor);
}
Ref<PropDataProcessor> PropUtils::_get_processor_bind(const int index) {
Ref<PropDataEntry> PropUtils::_get_processor_bind(const int index) {
return PropUtils::get_processor(index);
}
void PropUtils::_swap_processors_bind(const int index1, const int index2) {

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@ -29,8 +29,8 @@ SOFTWARE.
#include "core/reference.h"
class PropDataProcessor;
class PropData;
class PropDataEntry;
class PropUtils : public Object {
GDCLASS(PropUtils, Object);
@ -41,8 +41,8 @@ public:
Ref<PropData> convert_tree(Node *root);
void _convert_tree(Ref<PropData> prop_data, Node *node, const Transform &transform);
static int add_processor(const Ref<PropDataProcessor> &processor);
static Ref<PropDataProcessor> get_processor(const int index);
static int add_processor(const Ref<PropDataEntry> &processor);
static Ref<PropDataEntry> get_processor(const int index);
static void swap_processors(const int index1, const int index2);
static void remove_processor(const int index);
static int get_processor_count();
@ -54,13 +54,13 @@ protected:
static void _bind_methods();
private:
int _add_processor_bind(const Ref<PropDataProcessor> &processor);
Ref<PropDataProcessor> _get_processor_bind(const int index);
int _add_processor_bind(const Ref<PropDataEntry> &processor);
Ref<PropDataEntry> _get_processor_bind(const int index);
void _swap_processors_bind(const int index1, const int index2);
void _remove_processor_bind(const int index);
int _get_processor_count_bind();
static Vector<Ref<PropDataProcessor> > _processors;
static Vector<Ref<PropDataEntry> > _processors;
static PropUtils *_instance;
};