mirror of
https://github.com/Relintai/props.git
synced 2024-11-14 10:17:30 +01:00
321 lines
7.8 KiB
C++
321 lines
7.8 KiB
C++
#include "prop_instance.h"
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#include "../mesh_data_resource/nodes/mesh_data_instance.h"
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#include "core/version.h"
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#if VERSION_MAJOR < 4
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#include "scene/3d/light.h"
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#else
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#include "scene/3d/light_3d.h"
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#define OmniLight OmniLight3D
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#define Light Light3D
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#endif
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#if MESH_DATA_RESOURCE_PRESENT
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//define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling,
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//but not when included from here.
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#define PROPS_PRESENT 1
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#include "../mesh_data_resource/props/prop_data_mesh_data.h"
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#endif
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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 "./props/prop_data_tiled_wall.h"
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#include "tiled_wall/tiled_wall.h"
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#include "tiled_wall/tiled_wall_data.h"
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Ref<PropData> PropInstance::get_prop_data() {
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return _prop_data;
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}
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void PropInstance::set_prop_data(const Ref<PropData> &data) {
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if (_prop_data == data)
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return;
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_prop_data = data;
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if (_building) {
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queue_build();
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} else {
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call_deferred("build");
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}
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}
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Ref<Material> PropInstance::get_material() {
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return _material;
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}
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void PropInstance::set_material(const Ref<Material> &material) {
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_material = material;
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}
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uint32_t PropInstance::get_collision_layer() const {
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return _collision_layer;
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}
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void PropInstance::set_collision_layer(uint32_t p_layer) {
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_collision_layer = p_layer;
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collision_layer_changed();
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}
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uint32_t PropInstance::get_collision_mask() const {
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return _collision_mask;
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}
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void PropInstance::set_collision_mask(uint32_t p_mask) {
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_collision_mask = p_mask;
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collision_mask_changed();
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}
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void PropInstance::collision_layer_changed() {
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}
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void PropInstance::collision_mask_changed() {
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}
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void PropInstance::init_materials() {
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call("_init_materials");
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}
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void PropInstance::_init_materials() {
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}
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void PropInstance::build() {
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call("_build");
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}
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void PropInstance::queue_build() {
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_build_queued = true;
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}
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void PropInstance::build_finished() {
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call("_build_finished");
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}
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void PropInstance::_build() {
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_building = true;
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_build_queued = false;
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if (!is_inside_tree()) {
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return;
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}
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for (int i = 0; i < get_child_count(); ++i) {
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Node *n = get_child(i);
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//this way we won't delete the user's nodes
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if (n->get_owner() == NULL) {
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n->queue_delete();
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}
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}
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if (!_prop_data.is_valid())
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return;
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prop_preprocess(Transform(), _prop_data);
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}
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void PropInstance::_build_finished() {
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_building = false;
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if (_build_queued) {
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call_deferred("build");
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}
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}
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void PropInstance::prop_preprocess(Transform transform, const Ref<PropData> &prop) {
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call("_prop_preprocess", transform, prop);
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}
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void PropInstance::_prop_preprocess(Transform transform, const Ref<PropData> &prop) {
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//don't set owners, to help working with the editor
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ERR_FAIL_COND(!prop.is_valid());
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int count = prop->get_prop_count();
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for (int i = 0; i < count; ++i) {
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Ref<PropDataEntry> e = prop->get_prop(i);
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if (!e.is_valid())
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continue;
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Transform t = transform * e->get_transform();
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Ref<PropDataProp> prop_entry_data = e;
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if (prop_entry_data.is_valid()) {
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Ref<PropData> p = prop_entry_data->get_prop();
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if (!p.is_valid())
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continue;
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prop_preprocess(t, p);
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continue;
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}
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Ref<PropDataTiledWall> tiled_wall_data = e;
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if (tiled_wall_data.is_valid()) {
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TiledWall *twn = memnew(TiledWall);
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twn->set_width(tiled_wall_data->get_width());
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twn->set_heigth(tiled_wall_data->get_heigth());
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twn->set_data(tiled_wall_data->get_data());
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twn->set_collision(tiled_wall_data->get_collision());
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twn->set_transform(t);
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add_child(twn);
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continue;
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}
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Ref<PropDataScene> scene_data = e;
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if (scene_data.is_valid()) {
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Ref<PackedScene> sc = scene_data->get_scene();
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if (!sc.is_valid())
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continue;
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Node *n = sc->instance();
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add_child(n);
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Spatial *sp = Object::cast_to<Spatial>(n);
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if (sp) {
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sp->set_transform(t);
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}
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continue;
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}
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Ref<PropDataLight> light_data = e;
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if (light_data.is_valid()) {
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OmniLight *light = memnew(OmniLight);
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add_child(light);
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light->set_color(light_data->get_light_color());
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light->set_param(Light::PARAM_RANGE, light_data->get_light_size());
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light->set_transform(t);
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continue;
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}
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#if MESH_DATA_RESOURCE_PRESENT
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Ref<PropDataMeshData> mesh_data = e;
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if (mesh_data.is_valid()) {
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Ref<MeshDataResource> mdr = mesh_data->get_mesh();
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if (!mdr.is_valid())
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continue;
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MeshDataInstance *mdi = memnew(MeshDataInstance);
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add_child(mdi);
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mdi->set_transform(t);
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if (_material.is_valid()) {
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//duplicate the material, so that textures will work
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Ref<Material> mat = _material->duplicate();
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Ref<Texture> texture = mdi->get_texture();
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if (texture.is_valid()) {
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//texture is valid, try to set it into the material
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Ref<SpatialMaterial> spmat = mat;
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if (spmat.is_valid()) {
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spmat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
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} else {
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Ref<ShaderMaterial> shmat = mat;
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if (shmat.is_valid()) {
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shmat->set_shader_param("texture_albedo", texture);
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}
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}
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}
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mdi->set_material(mat);
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}
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mdi->set_mesh_data(mdr);
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continue;
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}
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#endif
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}
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}
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PropInstance::PropInstance() {
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_build_queued = false;
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_building = false;
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_collision_layer = 1;
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_collision_mask = 1;
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}
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PropInstance::~PropInstance() {
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_prop_data.unref();
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}
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void PropInstance::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (_prop_data.is_valid()) {
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build();
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}
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}
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case NOTIFICATION_EXIT_TREE: {
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}
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}
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}
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void PropInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_prop_data"), &PropInstance::get_prop_data);
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ClassDB::bind_method(D_METHOD("set_prop_data", "value"), &PropInstance::set_prop_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData"), "set_prop_data", "get_prop_data");
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ClassDB::bind_method(D_METHOD("get_material"), &PropInstance::get_material);
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ClassDB::bind_method(D_METHOD("set_material", "material"), &PropInstance::set_material);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
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ClassDB::bind_method(D_METHOD("get_collision_layer"), &PropInstance::get_collision_layer);
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ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PropInstance::set_collision_layer);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &PropInstance::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "layer"), &PropInstance::set_collision_mask);
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ADD_GROUP("Collision", "collision_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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BIND_VMETHOD(MethodInfo("_prop_preprocess",
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PropertyInfo(Variant::TRANSFORM, "tarnsform"),
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PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData")));
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ClassDB::bind_method(D_METHOD("prop_preprocess", "tarnsform", "prop"), &PropInstance::prop_preprocess);
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ClassDB::bind_method(D_METHOD("_prop_preprocess", "tarnsform", "prop"), &PropInstance::_prop_preprocess);
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//---
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BIND_VMETHOD(MethodInfo("_init_materials"));
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ClassDB::bind_method(D_METHOD("init_materials"), &PropInstance::init_materials);
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ClassDB::bind_method(D_METHOD("_init_materials"), &PropInstance::_init_materials);
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//---
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ClassDB::bind_method(D_METHOD("build"), &PropInstance::build);
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ClassDB::bind_method(D_METHOD("queue_build"), &PropInstance::queue_build);
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ClassDB::bind_method(D_METHOD("build_finished"), &PropInstance::build_finished);
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BIND_VMETHOD(MethodInfo("_build"));
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BIND_VMETHOD(MethodInfo("_build_finished"));
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ClassDB::bind_method(D_METHOD("_build"), &PropInstance::_build);
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ClassDB::bind_method(D_METHOD("_build_finished"), &PropInstance::_build_finished);
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}
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