Added PropSceneInstance, and added a processor for it.

This commit is contained in:
Relintai 2020-07-06 22:02:22 +02:00
parent 59a874bd68
commit f9d94ee635
7 changed files with 204 additions and 4 deletions

2
SCsub
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@ -28,6 +28,8 @@ sources = [
"prop_ess_entity.cpp",
"prop_instance_job.cpp",
"prop_scene_instance.cpp",
"singleton/prop_utils.cpp",
"editor/prop_editor_plugin.cpp",

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@ -26,6 +26,8 @@ def get_doc_classes():
"PropInstance",
"PropMeshUtils",
"PropSceneInstance",
"PropUtils",
]

86
prop_scene_instance.cpp Normal file
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@ -0,0 +1,86 @@
#include "prop_scene_instance.h"
#include "core/engine.h"
Ref<PackedScene> PropSceneInstance::get_scene() {
return _scene;
}
void PropSceneInstance::set_scene(const Ref<PackedScene> &data) {
if (_scene == data)
return;
_scene = data;
build();
}
bool PropSceneInstance::get_snap_to_mesh() const {
return _snap_to_mesh;
}
void PropSceneInstance::set_snap_to_mesh(const bool value) {
_snap_to_mesh = value;
}
Vector3 PropSceneInstance::get_snap_axis() const {
return _snap_axis;
}
void PropSceneInstance::set_snap_axis(const Vector3 &value) {
_snap_axis = value;
}
void PropSceneInstance::build() {
if (!is_inside_tree()) {
return;
}
for (int i = 0; i < get_child_count(); ++i) {
Node *n = get_child(i);
//this way we won't delete the user's nodes
if (n->get_owner() == NULL) {
n->queue_delete();
}
}
if (!_scene.is_valid())
return;
Node *n = _scene->instance();
add_child(n);
//if (Engine::get_singleton()->is_editor_hint())
// n->set_owner(get_tree()->get_edited_scene_root());
}
PropSceneInstance::PropSceneInstance() {
_snap_to_mesh = false;
_snap_axis = Vector3(0, -1, 0);
}
PropSceneInstance::~PropSceneInstance() {
_scene.unref();
}
void PropSceneInstance::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
build();
}
}
}
void PropSceneInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_scene"), &PropSceneInstance::get_scene);
ClassDB::bind_method(D_METHOD("set_scene", "value"), &PropSceneInstance::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"), &PropSceneInstance::get_snap_to_mesh);
ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropSceneInstance::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"), &PropSceneInstance::get_snap_axis);
ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropSceneInstance::set_snap_axis);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
ClassDB::bind_method(D_METHOD("build"), &PropSceneInstance::build);
}

69
prop_scene_instance.h Normal file
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@ -0,0 +1,69 @@
/*
Copyright (c) 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_SCENE_INSTANCE_H
#define PROP_SCENE_INSTANCE_H
#include "core/version.h"
#if VERSION_MAJOR < 4
#include "scene/3d/spatial.h"
#else
#include "scene/3d/node_3d.h"
#define Spatial Node3D
#endif
#include "core/math/vector3.h"
#include "props/prop_data.h"
#include "scene/resources/packed_scene.h"
class PropSceneInstance : public Spatial {
GDCLASS(PropSceneInstance, Spatial);
public:
Ref<PackedScene> get_scene();
void set_scene(const Ref<PackedScene> &data);
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);
void build();
PropSceneInstance();
~PropSceneInstance();
protected:
void _notification(int p_what);
static void _bind_methods();
private:
Ref<PackedScene> _scene;
bool _snap_to_mesh;
Vector3 _snap_axis;
};
#endif

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@ -22,10 +22,13 @@ SOFTWARE.
#include "prop_data_scene.h"
Ref<PackedScene> PropDataScene::get_scene() const {
#include "../prop_scene_instance.h"
#include "prop_data.h"
Ref<PackedScene> PropDataScene::get_scene() {
return _scene;
}
void PropDataScene::set_scene(const Ref<PackedScene> value) {
void PropDataScene::set_scene(const Ref<PackedScene> &value) {
_scene = value;
}
@ -43,6 +46,33 @@ void PropDataScene::set_snap_axis(Vector3 value) {
_snap_axis = value;
}
bool PropDataScene::_processor_handles(Node *node) {
PropSceneInstance *i = Object::cast_to<PropSceneInstance>(node);
return i;
}
void PropDataScene::_processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
PropSceneInstance *i = Object::cast_to<PropSceneInstance>(node);
ERR_FAIL_COND(!i);
Ref<PropDataScene> l;
l.instance();
l->set_scene(i->get_scene());
l->set_transform(transform * i->get_transform());
prop_data->add_prop(l);
}
Node *PropDataScene::_processor_get_node_for(const Transform &transform) {
PropSceneInstance *i = memnew(PropSceneInstance);
i->set_scene(get_scene());
i->set_transform(get_transform());
return i;
}
PropDataScene::PropDataScene() {
_snap_to_mesh = true;
_snap_axis = Vector3(0, 1, 0);

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@ -32,8 +32,8 @@ class PropDataScene : public PropDataEntry {
GDCLASS(PropDataScene, PropDataEntry);
public:
Ref<PackedScene> get_scene() const;
void set_scene(const Ref<PackedScene> value);
Ref<PackedScene> get_scene();
void set_scene(const Ref<PackedScene> &value);
bool get_snap_to_mesh();
void set_snap_to_mesh(bool value);
@ -41,6 +41,10 @@ public:
Vector3 get_snap_axis();
void set_snap_axis(Vector3 value);
bool _processor_handles(Node *node);
void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
Node *_processor_get_node_for(const Transform &transform);
PropDataScene();
~PropDataScene();

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@ -37,6 +37,8 @@ SOFTWARE.
#include "prop_instance_job.h"
#include "prop_scene_instance.h"
#include "core/engine.h"
#include "singleton/prop_utils.h"
@ -61,6 +63,8 @@ void register_props_types() {
ClassDB::register_class<PropInstanceJob>();
ClassDB::register_class<PropSceneInstance>();
prop_utils = memnew(PropUtils);
ClassDB::register_class<PropUtils>();
Engine::get_singleton()->add_singleton(Engine::Singleton("PropUtils", PropUtils::get_singleton()));
@ -71,6 +75,9 @@ void register_props_types() {
Ref<PropDataProp> prop_processor = Ref<PropDataProp>(memnew(PropDataProp));
PropUtils::add_processor(prop_processor);
Ref<PropDataScene> scene_processor = Ref<PropDataScene>(memnew(PropDataScene));
PropUtils::add_processor(scene_processor);
#ifdef TOOLS_ENABLED
EditorPlugins::add_by_type<PropEditorPlugin>();
#endif