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https://github.com/Relintai/props.git
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New interface for PropInstance.
This commit is contained in:
parent
669ab8e193
commit
a429f71cb0
@ -8,8 +8,29 @@
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#if VERSION_MAJOR > 3
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#include "core/config/engine.h"
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#define VARIANT_ARRAY_GET(arr) \
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Vector<Variant> r; \
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for (int i = 0; i < arr.size(); i++) { \
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r.push_back(arr[i]); \
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} \
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return r;
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#include "servers/rendering_server.h"
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typedef class RenderingServer VS;
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#else
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#include "core/engine.h"
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#define VARIANT_ARRAY_GET(arr) \
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Vector<Variant> r; \
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for (int i = 0; i < arr.size(); i++) { \
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r.push_back(arr[i].get_ref_ptr()); \
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} \
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return r;
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#include "servers/visual_server.h"
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#endif
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Ref<PropData> PropInstance::get_prop_data() {
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@ -21,61 +42,170 @@ void PropInstance::set_prop_data(const Ref<PropData> &data) {
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_prop_data = data;
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build();
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queue_build();
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}
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bool PropInstance::get_auto_bake() const {
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return _auto_bake;
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Ref<PropInstanceJob> PropInstance::get_job() {
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return _job;
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}
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void PropInstance::set_auto_bake(const bool value) {
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_auto_bake = value;
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void PropInstance::set_job(const Ref<PropInstanceJob> &job) {
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_job = job;
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}
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bool PropInstance::get_snap_to_mesh() const {
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return _snap_to_mesh;
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}
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void PropInstance::set_snap_to_mesh(const bool value) {
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_snap_to_mesh = value;
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#ifdef TEXTURE_PACKER_PRESENT
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bool PropInstance::get_merge_textures() const {
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return _merge_textures;
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}
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Vector3 PropInstance::get_snap_axis() const {
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return _snap_axis;
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void PropInstance::set_merge_textures(const bool value) {
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_merge_textures = value;
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}
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void PropInstance::set_snap_axis(const Vector3 &value) {
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_snap_axis = value;
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#endif
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//Materials
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Ref<Material> PropInstance::material_get(const int index) {
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ERR_FAIL_INDEX_V(index, _materials.size(), Ref<Material>(NULL));
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return _materials[index];
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}
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void PropInstance::bake() {
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_baking = true;
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_bake_queued = false;
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void PropInstance::material_add(const Ref<Material> &value) {
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ERR_FAIL_COND(!value.is_valid());
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_materials.push_back(value);
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}
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int PropInstance::material_get_num() const {
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return _materials.size();
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}
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void PropInstance::materials_clear() {
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_materials.clear();
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}
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Vector<Variant> PropInstance::materials_get() {
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VARIANT_ARRAY_GET(_materials);
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}
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void PropInstance::materials_set(const Vector<Variant> &materials) {
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_materials.clear();
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for (int i = 0; i < materials.size(); i++) {
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Ref<Material> material = Ref<Material>(materials[i]);
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_materials.push_back(material);
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}
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}
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//Meshes
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RID PropInstance::mesh_get(const int index) {
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ERR_FAIL_INDEX_V(index, _meshes.size(), RID());
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return _meshes[index];
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}
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void PropInstance::mesh_add(const RID value) {
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_meshes.push_back(value);
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}
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int PropInstance::mesh_get_num() const {
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return _meshes.size();
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}
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void PropInstance::meshs_clear() {
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_meshes.clear();
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}
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Vector<Variant> PropInstance::meshes_get() {
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Vector<Variant> r;
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for (int i = 0; i < _meshes.size(); i++) {
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r.push_back(_meshes[i]);
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}
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return r;
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}
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void PropInstance::meshes_set(const Vector<Variant> &meshs) {
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_meshes.clear();
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for (int i = 0; i < _meshes.size(); i++) {
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RID mesh = RID(meshs[i]);
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_meshes.push_back(mesh);
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}
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}
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//Collider
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RID PropInstance::collider_get(const int index) {
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ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
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return _colliders[index];
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}
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void PropInstance::collider_add(const RID value) {
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_colliders.push_back(value);
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}
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int PropInstance::collider_get_num() const {
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return _colliders.size();
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}
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void PropInstance::colliders_clear() {
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_colliders.clear();
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}
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Vector<Variant> PropInstance::colliders_get() {
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Vector<Variant> r;
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for (int i = 0; i < _colliders.size(); i++) {
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r.push_back(_colliders[i]);
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}
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return r;
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}
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void PropInstance::colliders_set(const Vector<Variant> &colliders) {
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_colliders.clear();
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for (int i = 0; i < colliders.size(); i++) {
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RID collider = (colliders[i]);
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_colliders.push_back(collider);
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}
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}
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float PropInstance::get_first_lod_distance_squared() {
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return _first_lod_distance_squared;
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}
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void PropInstance::set_first_lod_distance_squared(const float dist) {
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_first_lod_distance_squared = dist;
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}
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float PropInstance::get_lod_reduction_distance_squared() {
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return _lod_reduction_distance_squared;
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}
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void PropInstance::set_lod_reduction_distance_squared(const float dist) {
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_lod_reduction_distance_squared = dist;
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}
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void PropInstance::free_meshes() {
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}
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void PropInstance::free_colliders() {
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}
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void PropInstance::init_materials() {
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call("_init_materials");
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}
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void PropInstance::_init_materials() {
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}
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void PropInstance::build() {
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_building = true;
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_build_queued = false;
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if (!_job.is_valid()) {
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_job.instance();
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_job = Ref<PropInstanceJob>(memnew(PropInstancePropJob()));
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}
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_job->set_prop_instace(this);
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}
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void PropInstance::bake_finished() {
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_baking = false;
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if (_bake_queued) {
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call_deferred("bake");
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}
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}
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void PropInstance::queue_bake() {
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if (!_bake_queued) {
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_bake_queued = true;
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if (!_baking) {
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call_deferred("bake");
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}
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}
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}
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void PropInstance::build() {
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if (!is_inside_tree()) {
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return;
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}
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@ -107,20 +237,40 @@ void PropInstance::build() {
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// n->set_owner(get_tree()->get_edited_scene_root());
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}
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}
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}
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void PropInstance::queue_build() {
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}
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void PropInstance::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 PropInstance::_build_finished() {
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}
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PropInstance::PropInstance() {
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_baking = false;
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_bake_queued = false;
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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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_build_queued = false;
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_building = false;
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#ifdef TEXTURE_PACKER_PRESENT
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_merge_textures = true;
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#endif
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_first_lod_distance_squared = 20;
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_lod_reduction_distance_squared = 10;
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}
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PropInstance::~PropInstance() {
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//_job.unref();
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_job.unref();
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_prop_data.unref();
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_materials.clear();
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}
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void PropInstance::_notification(int p_what) {
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@ -130,6 +280,14 @@ void PropInstance::_notification(int p_what) {
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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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if (_job.is_valid()) {
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_job->set_cancelled(true);
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}
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free_meshes();
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free_colliders();
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}
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}
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}
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@ -138,19 +296,71 @@ void PropInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_prop_data", "value"), &PropInstance::set_prop_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData"), "set_prop_data", "get_prop_data");
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ClassDB::bind_method(D_METHOD("get_auto_bake"), &PropInstance::get_auto_bake);
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ClassDB::bind_method(D_METHOD("set_auto_bake", "value"), &PropInstance::set_auto_bake);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_bake"), "set_auto_bake", "get_auto_bake");
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ClassDB::bind_method(D_METHOD("get_job"), &PropInstance::get_job);
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ClassDB::bind_method(D_METHOD("set_job", "value"), &PropInstance::set_job);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "job", PROPERTY_HINT_RESOURCE_TYPE, "PropInstanceJob", 0), "set_job", "get_job");
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ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropInstance::get_snap_to_mesh);
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ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropInstance::set_snap_to_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
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#ifdef TEXTURE_PACKER_PRESENT
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ClassDB::bind_method(D_METHOD("get_merge_textures"), &PropInstance::get_merge_textures);
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ClassDB::bind_method(D_METHOD("set_merge_textures", "value"), &PropInstance::set_merge_textures);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "merge_textures"), "set_merge_textures", "get_merge_textures");
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#endif
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ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropInstance::get_snap_axis);
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ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropInstance::set_snap_axis);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
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///Materials
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ClassDB::bind_method(D_METHOD("material_get", "index"), &PropInstance::material_get);
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ClassDB::bind_method(D_METHOD("material_add", "value"), &PropInstance::material_add);
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ClassDB::bind_method(D_METHOD("material_get_num"), &PropInstance::material_get_num);
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ClassDB::bind_method(D_METHOD("materials_clear"), &PropInstance::materials_clear);
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ClassDB::bind_method(D_METHOD("bake"), &PropInstance::bake);
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ClassDB::bind_method(D_METHOD("queue_bake"), &PropInstance::queue_bake);
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ClassDB::bind_method(D_METHOD("bake_finished"), &PropInstance::bake_finished);
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ClassDB::bind_method(D_METHOD("materials_get"), &PropInstance::materials_get);
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ClassDB::bind_method(D_METHOD("materials_set"), &PropInstance::materials_set);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "17/17:Material", PROPERTY_USAGE_DEFAULT, "Material"), "materials_set", "materials_get");
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//Meshes
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ClassDB::bind_method(D_METHOD("mesh_get", "index"), &PropInstance::mesh_get);
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ClassDB::bind_method(D_METHOD("mesh_add", "value"), &PropInstance::mesh_add);
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ClassDB::bind_method(D_METHOD("mesh_get_num"), &PropInstance::mesh_get_num);
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ClassDB::bind_method(D_METHOD("meshs_clear"), &PropInstance::meshs_clear);
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ClassDB::bind_method(D_METHOD("meshes_get"), &PropInstance::meshes_get);
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ClassDB::bind_method(D_METHOD("meshes_set"), &PropInstance::meshes_set);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "meshes", PROPERTY_HINT_NONE, "", 0), "meshes_set", "meshes_get");
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//Colliders
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ClassDB::bind_method(D_METHOD("collider_get", "index"), &PropInstance::collider_get);
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ClassDB::bind_method(D_METHOD("collider_add", "value"), &PropInstance::collider_add);
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ClassDB::bind_method(D_METHOD("collider_get_num"), &PropInstance::collider_get_num);
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ClassDB::bind_method(D_METHOD("colliders_clear"), &PropInstance::colliders_clear);
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ClassDB::bind_method(D_METHOD("colliders_get"), &PropInstance::colliders_get);
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ClassDB::bind_method(D_METHOD("colliders_set"), &PropInstance::colliders_set);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "colliders", PROPERTY_HINT_NONE, "", 0), "colliders_set", "colliders_get");
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//---
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ClassDB::bind_method(D_METHOD("get_first_lod_distance_squared"), &PropInstance::get_first_lod_distance_squared);
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ClassDB::bind_method(D_METHOD("set_first_lod_distance_squared", "value"), &PropInstance::set_first_lod_distance_squared);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "first_lod_distance_squared"), "set_first_lod_distance_squared", "get_first_lod_distance_squared");
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ClassDB::bind_method(D_METHOD("get_lod_reduction_distance_squared"), &PropInstance::get_lod_reduction_distance_squared);
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ClassDB::bind_method(D_METHOD("set_lod_reduction_distance_squared", "value"), &PropInstance::set_lod_reduction_distance_squared);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "lod_reduction_distance_squared"), "set_lod_reduction_distance_squared", "get_lod_reduction_distance_squared");
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//---
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ClassDB::bind_method(D_METHOD("free_meshes"), &PropInstance::free_meshes);
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ClassDB::bind_method(D_METHOD("free_colliders"), &PropInstance::free_colliders);
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//---
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BIND_VMETHOD(MethodInfo("_init_materials"));
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ClassDB::bind_method(D_METHOD("init_materials"), &PropInstance::init_materials);
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ClassDB::bind_method(D_METHOD("_init_materials"), &PropInstance::_init_materials);
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//---
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ClassDB::bind_method(D_METHOD("build"), &PropInstance::build);
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ClassDB::bind_method(D_METHOD("queue_build"), &PropInstance::queue_build);
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ClassDB::bind_method(D_METHOD("build_finished"), &PropInstance::build_finished);
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BIND_VMETHOD(MethodInfo("_build_finished"));
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ClassDB::bind_method(D_METHOD("_build_finished"), &PropInstance::_build_finished);
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}
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@ -48,20 +48,57 @@ public:
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Ref<PropData> get_prop_data();
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void set_prop_data(const Ref<PropData> &data);
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bool get_auto_bake() const;
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void set_auto_bake(const bool value);
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Ref<PropInstanceJob> get_job();
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void set_job(const Ref<PropInstanceJob> &job);
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bool get_snap_to_mesh() const;
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void set_snap_to_mesh(const bool value);
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#ifdef TEXTURE_PACKER_PRESENT
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bool get_merge_textures() const;
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void set_merge_textures(const bool value);
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#endif
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Vector3 get_snap_axis() const;
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void set_snap_axis(const Vector3 &value);
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///Materials
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Ref<Material> material_get(const int index);
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void material_add(const Ref<Material> &value);
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int material_get_num() const;
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void materials_clear();
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void bake();
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void queue_bake();
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void bake_finished();
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Vector<Variant> materials_get();
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void materials_set(const Vector<Variant> &materials);
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//Meshes
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RID mesh_get(const int index);
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void mesh_add(const RID value);
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int mesh_get_num() const;
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void meshs_clear();
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Vector<Variant> meshes_get();
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void meshes_set(const Vector<Variant> &meshes);
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//Colliders
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RID collider_get(const int index);
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void collider_add(const RID value);
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int collider_get_num() const;
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void colliders_clear();
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Vector<Variant> colliders_get();
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void colliders_set(const Vector<Variant> &colliders);
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float get_first_lod_distance_squared();
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void set_first_lod_distance_squared(const float dist);
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float get_lod_reduction_distance_squared();
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void set_lod_reduction_distance_squared(const float dist);
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void free_meshes();
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void free_colliders();
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void init_materials();
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virtual void _init_materials();
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void build();
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void queue_build();
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void build_finished();
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virtual void _build_finished();
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PropInstance();
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~PropInstance();
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@ -72,18 +109,22 @@ protected:
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private:
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Ref<PropData> _prop_data;
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bool _auto_bake;
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bool _bake_queued;
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bool _baking;
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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bool _build_queued;
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bool _building;
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||||
Ref<PropInstancePropJob> _job;
|
||||
|
||||
bool _merge_extures;
|
||||
Vector<Ref<Material> > _original_materials;//if !_merge_extures, just use this ?
|
||||
#ifdef TEXTURE_PACKER_PRESENT
|
||||
bool _merge_textures;
|
||||
#endif
|
||||
|
||||
static HashMap<Ref<PropData>, Ref<Material> > _material_map;
|
||||
Vector<Ref<Material> > _materials;
|
||||
Vector<RID> _meshes;
|
||||
Vector<RID> _colliders;
|
||||
|
||||
float _first_lod_distance_squared;
|
||||
float _lod_reduction_distance_squared;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user