#include "prop_instance.h" #include "../mesh_data_resource/nodes/mesh_data_instance.h" #include "core/version.h" #if VERSION_MAJOR < 4 #include "scene/3d/light.h" #else #include "scene/3d/light_3d.h" #define OmniLight OmniLight3D #define Light Light3D #endif #if MESH_DATA_RESOURCE_PRESENT //define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling, //but not when included from here. #define PROPS_PRESENT 1 #include "../mesh_data_resource/props/prop_data_mesh_data.h" #endif #include "./props/prop_data_entry.h" #include "./props/prop_data_light.h" #include "./props/prop_data_prop.h" #include "./props/prop_data_scene.h" #include "./props/prop_data_tiled_wall.h" #include "tiled_wall/tiled_wall.h" #include "tiled_wall/tiled_wall_data.h" Ref PropInstance::get_prop_data() { return _prop_data; } void PropInstance::set_prop_data(const Ref &data) { if (_prop_data == data) return; _prop_data = data; if (_building) { queue_build(); } else { call_deferred("build"); } } Ref PropInstance::get_material() { return _material; } void PropInstance::set_material(const Ref &material) { _material = material; } uint32_t PropInstance::get_collision_layer() const { return _collision_layer; } void PropInstance::set_collision_layer(uint32_t p_layer) { _collision_layer = p_layer; collision_layer_changed(); } uint32_t PropInstance::get_collision_mask() const { return _collision_mask; } void PropInstance::set_collision_mask(uint32_t p_mask) { _collision_mask = p_mask; collision_mask_changed(); } void PropInstance::collision_layer_changed() { } void PropInstance::collision_mask_changed() { } void PropInstance::init_materials() { call("_init_materials"); } void PropInstance::_init_materials() { } void PropInstance::build() { call("_build"); } void PropInstance::queue_build() { _build_queued = true; } void PropInstance::build_finished() { call("_build_finished"); } void PropInstance::_build() { _building = true; _build_queued = false; 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_free(); } } if (!_prop_data.is_valid()) return; prop_preprocess(Transform(), _prop_data); } void PropInstance::_build_finished() { _building = false; if (_build_queued) { call_deferred("build"); } } void PropInstance::prop_preprocess(Transform transform, const Ref &prop) { call("_prop_preprocess", transform, prop); } void PropInstance::_prop_preprocess(Transform transform, const Ref &prop) { //don't set owners, to help working with the editor ERR_FAIL_COND(!prop.is_valid()); int count = prop->get_prop_count(); for (int i = 0; i < count; ++i) { Ref e = prop->get_prop(i); if (!e.is_valid()) continue; Transform t = transform * e->get_transform(); Ref prop_entry_data = e; if (prop_entry_data.is_valid()) { Ref p = prop_entry_data->get_prop(); if (!p.is_valid()) continue; prop_preprocess(t, p); continue; } Ref tiled_wall_data = e; if (tiled_wall_data.is_valid()) { TiledWall *twn = memnew(TiledWall); twn->set_width(tiled_wall_data->get_width()); twn->set_heigth(tiled_wall_data->get_heigth()); twn->set_data(tiled_wall_data->get_data()); twn->set_collision(tiled_wall_data->get_collision()); twn->set_transform(t); add_child(twn); continue; } Ref scene_data = e; if (scene_data.is_valid()) { Ref sc = scene_data->get_scene(); if (!sc.is_valid()) continue; Node *n = sc->instantiate(); add_child(n); Spatial *sp = Object::cast_to(n); if (sp) { sp->set_transform(t); } continue; } Ref light_data = e; if (light_data.is_valid()) { OmniLight *light = memnew(OmniLight); add_child(light); light->set_color(light_data->get_light_color()); light->set_param(Light::PARAM_RANGE, light_data->get_light_size()); light->set_transform(t); continue; } #if MESH_DATA_RESOURCE_PRESENT Ref mesh_data = e; if (mesh_data.is_valid()) { Ref mdr = mesh_data->get_mesh(); if (!mdr.is_valid()) continue; MeshDataInstance *mdi = memnew(MeshDataInstance); add_child(mdi); mdi->set_transform(t); if (_material.is_valid()) { //duplicate the material, so that textures will work Ref mat = _material->duplicate(); Ref texture = mdi->get_texture(); if (texture.is_valid()) { //texture is valid, try to set it into the material Ref spmat = mat; if (spmat.is_valid()) { spmat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); } else { Ref shmat = mat; if (shmat.is_valid()) { shmat->set_shader_parameter("texture_albedo", texture); } } } mdi->set_material(mat); } mdi->set_mesh_data(mdr); continue; } #endif } } PropInstance::PropInstance() { _build_queued = false; _building = false; _collision_layer = 1; _collision_mask = 1; } PropInstance::~PropInstance() { _prop_data.unref(); } void PropInstance::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { if (_prop_data.is_valid()) { build(); } } case NOTIFICATION_EXIT_TREE: { } } } void PropInstance::_bind_methods() { ClassDB::bind_method(D_METHOD("get_prop_data"), &PropInstance::get_prop_data); ClassDB::bind_method(D_METHOD("set_prop_data", "value"), &PropInstance::set_prop_data); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData"), "set_prop_data", "get_prop_data"); ClassDB::bind_method(D_METHOD("get_material"), &PropInstance::get_material); ClassDB::bind_method(D_METHOD("set_material", "material"), &PropInstance::set_material); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material"); ClassDB::bind_method(D_METHOD("get_collision_layer"), &PropInstance::get_collision_layer); ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PropInstance::set_collision_layer); ClassDB::bind_method(D_METHOD("get_collision_mask"), &PropInstance::get_collision_mask); ClassDB::bind_method(D_METHOD("set_collision_mask", "layer"), &PropInstance::set_collision_mask); ADD_GROUP("Collision", "collision_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); //BIND_VMETHOD(MethodInfo("_prop_preprocess", // PropertyInfo(Variant::TRANSFORM, "tarnsform"), // PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData"))); ClassDB::bind_method(D_METHOD("prop_preprocess", "tarnsform", "prop"), &PropInstance::prop_preprocess); ClassDB::bind_method(D_METHOD("_prop_preprocess", "tarnsform", "prop"), &PropInstance::_prop_preprocess); //--- //BIND_VMETHOD(MethodInfo("_init_materials")); ClassDB::bind_method(D_METHOD("init_materials"), &PropInstance::init_materials); ClassDB::bind_method(D_METHOD("_init_materials"), &PropInstance::_init_materials); //--- ClassDB::bind_method(D_METHOD("build"), &PropInstance::build); ClassDB::bind_method(D_METHOD("queue_build"), &PropInstance::queue_build); ClassDB::bind_method(D_METHOD("build_finished"), &PropInstance::build_finished); //BIND_VMETHOD(MethodInfo("_build")); //BIND_VMETHOD(MethodInfo("_build_finished")); ClassDB::bind_method(D_METHOD("_build"), &PropInstance::_build); ClassDB::bind_method(D_METHOD("_build_finished"), &PropInstance::_build_finished); }