props/prop_instance.cpp

205 lines
4.4 KiB
C++

#include "prop_instance.h"
#include "../mesh_data_resource/nodes/mesh_data_instance.h"
#include "core/version.h"
#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"
Ref<PropData> PropInstance::get_prop_data() {
return _prop_data;
}
void PropInstance::set_prop_data(const Ref<PropData> &data) {
if (_prop_data == data)
return;
_prop_data = data;
queue_build();
}
void PropInstance::init_materials() {
call("_init_materials");
}
void PropInstance::_init_materials() {
}
void PropInstance::build() {
call("_build");
}
void PropInstance::queue_build() {
}
void PropInstance::build_finished() {
_building = false;
if (_build_queued) {
call_deferred("build");
}
}
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_delete();
}
}
if (!_prop_data.is_valid())
return;
prop_preprocess(Transform(), _prop_data);
}
void PropInstance::_build_finished() {
}
void PropInstance::prop_preprocess(Transform transform, const Ref<PropData> &prop) {
ERR_FAIL_COND(!prop.is_valid());
int count = prop->get_prop_count();
for (int i = 0; i < count; ++i) {
Ref<PropDataEntry> e = prop->get_prop(i);
if (!e.is_valid())
continue;
Transform t = transform * e->get_transform();
Ref<PropDataProp> prop_entry_data = e;
if (prop_entry_data.is_valid()) {
Ref<PropData> p = prop_entry_data->get_prop();
if (!p.is_valid())
continue;
prop_preprocess(t, p);
continue;
}
Ref<PropDataScene> scene_data = e;
if (scene_data.is_valid()) {
Ref<PackedScene> sc = scene_data->get_scene();
if (!sc.is_valid())
continue;
Node *n = sc->instance();
add_child(n);
n->set_owner(this);
Spatial *sp = Object::cast_to<Spatial>(n);
if (sp) {
sp->set_transform(t);
}
continue;
}
/*
//Will create a Terralight node, and prop
//PropDataLight could use standard godot light nodes
Ref<PropDataLight> light_data = entry;
if (light_data.is_valid()) {
Ref<VoxelLight> light;
light.instance();
light->set_world_position(wp.x / get_voxel_scale(), wp.y / get_voxel_scale(), wp.z / get_voxel_scale());
light->set_color(light_data->get_light_color());
light->set_size(light_data->get_light_size());
light_add(light);
continue;
}
*/
#if MESH_DATA_RESOURCE_PRESENT
Ref<PropDataMeshData> mesh_data = e;
if (mesh_data.is_valid()) {
Ref<MeshDataResource> mdr = mesh_data->get_mesh();
if (!mdr.is_valid())
continue;
//add to job
//job could merge textures if needed
//chunk->mesh_data_resource_add(t, mdr, mesh_data->get_texture());
continue;
}
#endif
}
}
PropInstance::PropInstance() {
_build_queued = false;
_building = false;
}
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");
//---
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);
}