mirror of
https://github.com/Relintai/props.git
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103 lines
3.0 KiB
C++
103 lines
3.0 KiB
C++
/*
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Copyright (c) 2019-2021 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 "register_types.h"
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/config/engine.h"
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#else
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#include "core/engine.h"
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#endif
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#include "props/prop_data.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_prop.h"
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#include "props/prop_data_scene.h"
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#include "clutter/ground_clutter.h"
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#include "clutter/ground_clutter_foliage.h"
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#include "prop_ess_entity.h"
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#include "prop_instance.h"
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//#include "prop_instance_job.h"
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#include "prop_scene_instance.h"
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#include "prop_mesher_job_step.h"
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#include "singleton/prop_utils.h"
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#include "./editor/prop_editor_plugin.h"
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#include "prop_mesher.h"
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static PropUtils *prop_utils = NULL;
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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<PropDataLight>();
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ClassDB::register_class<PropDataProp>();
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ClassDB::register_class<GroundClutter>();
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ClassDB::register_class<GroundClutterFoliage>();
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ClassDB::register_class<PropMesher>();
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ClassDB::register_class<PropMesherJobStep>();
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ClassDB::register_class<PropInstance>();
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ClassDB::register_class<PropESSEntity>();
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//ClassDB::register_class<PropInstanceJob>();
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ClassDB::register_class<PropSceneInstance>();
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prop_utils = memnew(PropUtils);
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ClassDB::register_class<PropUtils>();
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Engine::get_singleton()->add_singleton(Engine::Singleton("PropUtils", PropUtils::get_singleton()));
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Ref<PropDataLight> light_processor = Ref<PropDataLight>(memnew(PropDataLight));
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PropUtils::add_processor(light_processor);
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Ref<PropDataProp> prop_processor = Ref<PropDataProp>(memnew(PropDataProp));
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PropUtils::add_processor(prop_processor);
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Ref<PropDataScene> scene_processor = Ref<PropDataScene>(memnew(PropDataScene));
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PropUtils::add_processor(scene_processor);
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#ifdef TOOLS_ENABLED
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EditorPlugins::add_by_type<PropEditorPlugin>();
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#endif
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}
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void unregister_props_types() {
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if (prop_utils) {
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memdelete(prop_utils);
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}
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}
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