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https://github.com/Relintai/props.git
synced 2025-04-13 21:20:48 +02:00
Moved PropDataMesh to the mesh data resource module.
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@ -17,7 +17,6 @@ sources = [
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"props/prop_data.cpp",
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"props/prop_data_entry.cpp",
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"props/prop_data_scene.cpp",
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"props/prop_data_mesh.cpp",
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"props/prop_data_light.cpp",
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"props/prop_data_prop.cpp",
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"props/prop_data_entity.cpp",
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@ -13,7 +13,6 @@ def get_doc_classes():
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"PropDataEntity",
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"PropDataEntry",
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"PropDataLight",
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"PropDataMesh",
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"PropDataProp",
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"PropDataScene",
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"PropData",
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@ -93,13 +93,13 @@ void PropData::add_textures_into(Ref<TexturePacker> texture_packer) {
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for (int i = 0; i < _props.size(); ++i) {
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Ref<PropDataEntry> entry = _props.get(i);
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/*
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Ref<PropDataMesh> pmesh = entry;
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if (pmesh.is_valid() && pmesh->get_texture().is_valid()) {
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texture_packer->add_texture(pmesh->get_texture());
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}
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*/
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Ref<PropDataProp> pdataprop = entry;
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if (pdataprop.is_valid() && pdataprop->get_prop().is_valid()) {
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@ -148,6 +148,7 @@ void PropData::add_prop_lights_into(Ref<VoxelChunk> chunk, Transform parent_tran
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}
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void PropData::add_meshes_into(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Spatial *snap_spatial) {
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/*
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ERR_FAIL_COND(!mesher.is_valid());
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ERR_FAIL_COND(!texture_packer.is_valid());
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ERR_FAIL_COND(texture_packer->get_generated_texture_count() == 0);
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@ -192,6 +193,7 @@ void PropData::add_meshes_into(Ref<VoxelMesher> mesher, Ref<TexturePacker> textu
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pdataprop->get_prop()->add_meshes_into(mesher, texture_packer, parent_transform * pmesh->get_transform(), snap_spatial);
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}
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}
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*/
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}
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void PropData::add_meshes_into_bind(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Node *snap_spatial) {
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Spatial *s = Object::cast_to<Spatial>(snap_spatial);
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@ -33,7 +33,6 @@ SOFTWARE.
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#include "servers/physics_server.h"
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#include "prop_data_entry.h"
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#include "prop_data_mesh.h"
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#include "../../voxelman/meshers/voxel_mesher.h"
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@ -25,7 +25,7 @@ SOFTWARE.
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Transform PropDataEntry::get_transform() const {
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return _transform;
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}
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void PropDataEntry::set_transform(const Transform value) {
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void PropDataEntry::set_transform(const Transform &value) {
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_transform = value;
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}
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@ -31,7 +31,7 @@ class PropDataEntry : public Resource {
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public:
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Transform get_transform() const;
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void set_transform(const Transform value);
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void set_transform(const Transform &value);
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PropDataEntry();
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~PropDataEntry();
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@ -1,78 +0,0 @@
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/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "prop_data_mesh.h"
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Ref<MeshDataResource> PropDataMesh::get_mesh() const {
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return _mesh;
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}
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void PropDataMesh::set_mesh(const Ref<MeshDataResource> mesh) {
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_mesh = mesh;
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}
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Ref<Texture> PropDataMesh::get_texture() const {
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return _texture;
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}
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void PropDataMesh::set_texture(const Ref<Texture> texture) {
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_texture = texture;
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}
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bool PropDataMesh::get_snap_to_mesh() {
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return _snap_to_mesh;
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}
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void PropDataMesh::set_snap_to_mesh(bool value) {
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_snap_to_mesh = value;
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}
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Vector3 PropDataMesh::get_snap_axis() {
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return _snap_axis;
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}
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void PropDataMesh::set_snap_axis(Vector3 value) {
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_snap_axis = value;
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}
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PropDataMesh::PropDataMesh() {
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_snap_to_mesh = true;
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_snap_axis = Vector3(0, 1, 0);
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}
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PropDataMesh::~PropDataMesh() {
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if (_mesh.is_valid())
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_mesh.unref();
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}
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void PropDataMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_mesh"), &PropDataMesh::get_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "value"), &PropDataMesh::set_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh", "get_mesh");
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ClassDB::bind_method(D_METHOD("get_texture"), &PropDataMesh::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture", "value"), &PropDataMesh::set_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropDataMesh::get_snap_to_mesh);
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ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropDataMesh::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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ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropDataMesh::get_snap_axis);
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ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropDataMesh::set_snap_axis);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
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}
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@ -1,62 +0,0 @@
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/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef PROP_DATA_MESH_H
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#define PROP_DATA_MESH_H
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#include "core/math/vector3.h"
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#include "prop_data_entry.h"
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#include "scene/resources/texture.h"
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#include "../../mesh_data_resource/mesh_data_resource.h"
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class PropDataMesh : public PropDataEntry {
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GDCLASS(PropDataMesh, PropDataEntry);
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public:
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Ref<MeshDataResource> get_mesh() const;
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void set_mesh(const Ref<MeshDataResource> mesh);
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Ref<Texture> get_texture() const;
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void set_texture(const Ref<Texture> texture);
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bool get_snap_to_mesh();
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void set_snap_to_mesh(bool value);
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Vector3 get_snap_axis();
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void set_snap_axis(Vector3 value);
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PropDataMesh();
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~PropDataMesh();
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protected:
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static void _bind_methods();
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private:
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Ref<MeshDataResource> _mesh;
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Ref<Texture> _texture;
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};
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#endif
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@ -26,7 +26,6 @@ SOFTWARE.
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#include "props/prop_data_entity.h"
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#include "props/prop_data_entry.h"
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#include "props/prop_data_light.h"
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#include "props/prop_data_mesh.h"
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#include "props/prop_data_prop.h"
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#include "props/prop_data_scene.h"
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@ -51,7 +50,6 @@ void register_props_types() {
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ClassDB::register_class<PropData>();
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ClassDB::register_class<PropDataEntry>();
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ClassDB::register_class<PropDataScene>();
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ClassDB::register_class<PropDataMesh>();
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ClassDB::register_class<PropDataLight>();
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ClassDB::register_class<PropDataProp>();
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ClassDB::register_class<PropDataEntity>();
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