mirror of
https://github.com/Relintai/props_2d.git
synced 2024-11-12 10:25:01 +01:00
190 lines
5.7 KiB
C++
190 lines
5.7 KiB
C++
/*
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Copyright (c) 2019-2022 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 "prop_2d_data.h"
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#include "prop_2d_data_entry.h"
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#include "prop_2d_data_light.h"
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#include "prop_2d_data_prop.h"
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#if VERSION_MAJOR < 4
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#include "servers/physics_server.h"
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#else
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#include "servers/physics_server_3d.h"
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#define Shape Shape3D
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#endif
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int PropData::get_id() const {
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return _id;
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}
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void PropData::set_id(const int value) {
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_id = value;
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}
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bool PropData::get_snap_to_mesh() const {
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return _snap_to_mesh;
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}
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void PropData::set_snap_to_mesh(const bool value) {
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_snap_to_mesh = value;
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}
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Vector3 PropData::get_snap_axis() const {
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return _snap_axis;
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}
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void PropData::set_snap_axis(const Vector3 &value) {
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_snap_axis = value;
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}
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Ref<PropDataEntry> PropData::get_prop(const int index) const {
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ERR_FAIL_INDEX_V(index, _props.size(), Ref<PropDataEntry>());
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return _props.get(index);
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}
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void PropData::set_prop(const int index, const Ref<PropDataEntry> prop) {
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ERR_FAIL_INDEX(index, _props.size());
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_props.set(index, prop);
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}
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void PropData::add_prop(const Ref<PropDataEntry> prop) {
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_props.push_back(prop);
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}
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void PropData::remove_prop(const int index) {
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ERR_FAIL_INDEX(index, _props.size());
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_props.remove(index);
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}
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int PropData::get_prop_count() const {
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return _props.size();
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}
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Vector<Variant> PropData::get_props() {
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Vector<Variant> r;
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for (int i = 0; i < _props.size(); i++) {
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#if VERSION_MAJOR < 4
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r.push_back(_props[i].get_ref_ptr());
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#else
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r.push_back(_props[i]);
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#endif
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}
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return r;
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}
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void PropData::set_props(const Vector<Variant> &props) {
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_props.clear();
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for (int i = 0; i < props.size(); i++) {
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Ref<PropDataEntry> prop = Ref<PropDataEntry>(props[i]);
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_props.push_back(prop);
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}
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}
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#if TEXTURE_PACKER_PRESENT
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void PropData::add_textures_into(Ref<TexturePacker> texture_packer) {
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ERR_FAIL_COND(!texture_packer.is_valid());
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for (int i = 0; i < _props.size(); ++i) {
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Ref<PropDataEntry> entry = _props.get(i);
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if (entry.is_valid()) {
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entry->add_textures_into(texture_packer);
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}
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}
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}
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#endif
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bool PropData::get_is_room() const {
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return _is_room;
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}
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void PropData::set_is_room(const bool value) {
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_is_room = value;
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}
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PoolVector3Array PropData::get_room_bounds() {
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return _room_bounds;
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}
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void PropData::set_room_bounds(const PoolVector3Array &bounds) {
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_room_bounds = bounds;
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}
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void PropData::copy_from(const Ref<PropData> &prop_data) {
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_id = prop_data->_id;
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_snap_to_mesh = prop_data->_snap_to_mesh;
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_snap_axis = prop_data->_snap_axis;
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_props.clear();
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for (int i = 0; i < prop_data->_props.size(); ++i) {
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_props.push_back(prop_data->_props[i]);
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}
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_is_room = prop_data->_is_room;
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_room_bounds = prop_data->_room_bounds;
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emit_changed();
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}
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PropData::PropData() {
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_id = 0;
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_snap_to_mesh = false;
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_is_room = false;
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_snap_axis = Vector3(0, -1, 0);
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}
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PropData::~PropData() {
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_props.clear();
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}
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void PropData::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropData::get_snap_to_mesh);
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ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropData::set_snap_to_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
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ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropData::get_snap_axis);
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ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropData::set_snap_axis);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
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ClassDB::bind_method(D_METHOD("get_prop", "index"), &PropData::get_prop);
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ClassDB::bind_method(D_METHOD("set_prop", "index", "spell"), &PropData::set_prop);
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ClassDB::bind_method(D_METHOD("add_prop", "prop"), &PropData::add_prop);
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ClassDB::bind_method(D_METHOD("remove_prop", "index"), &PropData::remove_prop);
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ClassDB::bind_method(D_METHOD("get_prop_count"), &PropData::get_prop_count);
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ClassDB::bind_method(D_METHOD("get_props"), &PropData::get_props);
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ClassDB::bind_method(D_METHOD("set_props", "props"), &PropData::set_props);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "props", PROPERTY_HINT_NONE, "17/17:PropDataEntry", PROPERTY_USAGE_DEFAULT, "PropDataEntry"), "set_props", "get_props");
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#if TEXTURE_PACKER_PRESENT
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ClassDB::bind_method(D_METHOD("add_textures_into", "texture_packer"), &PropData::add_textures_into);
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#endif
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ClassDB::bind_method(D_METHOD("get_is_room"), &PropData::get_is_room);
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ClassDB::bind_method(D_METHOD("set_is_room", "value"), &PropData::set_is_room);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_room"), "set_is_room", "get_is_room");
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ClassDB::bind_method(D_METHOD("get_room_bounds"), &PropData::get_room_bounds);
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ClassDB::bind_method(D_METHOD("set_room_bounds", "value"), &PropData::set_room_bounds);
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ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "room_bounds"), "set_room_bounds", "get_room_bounds");
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ClassDB::bind_method(D_METHOD("copy_from", "prop_data"), &PropData::copy_from);
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}
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