#include "prop_tool.h" #include "../props/prop_data.h" #include "../props/prop_data_entity.h" #include "../props/prop_data_light.h" #include "../props/prop_data_mesh.h" #include "../props/prop_data_prop.h" #include "../props/prop_data_scene.h" #include "prop_tool_entity.h" #include "prop_tool_light.h" #include "prop_tool_mesh.h" #include "prop_tool_prop.h" #include "prop_tool_scene.h" #include "core/io/resource_saver.h" #include "prop_tool_editor_plugin.h" void PropTool::edit(const Ref &prop) { } void PropTool::save() { if (!_target_prop.is_valid()) return; print_verbose("save " + _target_prop->get_path()); while (_target_prop->get_prop_count() > 0) _target_prop->remove_prop(0); for (int i = 0; i < get_child_count(); ++i) { save_node(get_child(i), get_transform()); } _target_prop->set_snap_to_mesh(_snap_to_mesh); _target_prop->set_snap_axis(_snap_axis); ResourceSaver::save(_target_prop->get_path(), _target_prop); } void PropTool::save_node(Node *node, Transform parent_transform) { Spatial *snode = Object::cast_to(node); if (ObjectDB::instance_validate(snode) && snode->has_method("get_data")) { Ref prop = node->call("get_data"); if (prop.is_valid()) { prop->set_transform(parent_transform * snode->get_transform()); _target_prop->add_prop(prop); } if (snode->has_method("evaluate_children") && !snode->call("evaluate_children")) return; for (int i = 0; i < get_child_count(); ++i) { save_node(get_child(i), parent_transform * snode->get_transform()); } } else { if (node->has_method("set_target_prop") && node->has_method("get_target_prop")) { Ref tprop = node->call("get_target_prop"); if (tprop.is_valid()) { Ref prop; prop.instance(); prop->set_prop(tprop); prop->set_transform(parent_transform * snode->get_transform()); _target_prop->add_prop(prop); } } else { for (int i = 0; i < get_child_count(); ++i) { save_node(get_child(i), parent_transform * snode->get_transform()); } } } } void PropTool::rebuild_hierarchy() { for (int i = 0; i < get_child_count(); ++i) get_child(i)->queue_delete(); if (!_target_prop.is_valid()) return; _snap_to_mesh = _target_prop->get_snap_to_mesh(); _snap_axis = _target_prop->get_snap_axis(); for (int i = 0; i < _target_prop->get_prop_count(); ++i) { Ref prop = _target_prop->get_prop(i); Ref prop_light = prop; Ref prop_mesh = prop; Ref prop_scene = prop; Ref prop_prop = prop; Ref prop_entity = prop; if (prop_light.is_valid()) { PropToolLight *l = memnew(PropToolLight); add_child(l); l->set_owner(this); l->set_transform(prop->get_transform()); l->set_data(prop_light); } else if (prop_mesh.is_valid()) { PropToolMesh *m = memnew(PropToolMesh); add_child(m); m->set_owner(this); m->set_transform(prop->get_transform()); m->set_data(prop_mesh); } else if (prop_scene.is_valid()) { PropToolScene *s = memnew(PropToolScene); add_child(s); s->set_owner(this); s->set_transform(prop->get_transform()); s->set_data(prop_scene); } else if (prop_prop.is_valid()) { PropTool *s = _plugin->create_or_get_scene(prop_prop->get_prop()); add_child(s); s->set_owner(this); s->set_transform(prop->get_transform()); s->set_target_prop(prop_prop->get_prop()); } else if (prop_entity.is_valid()) { PropToolEntity *s = memnew(PropToolEntity); add_child(s); s->set_owner(this); s->set_transform(prop->get_transform()); s->set_data(prop_entity); } } } void PropTool::refresh_set(bool value) { if (value) rebuild_hierarchy(); } void PropTool::set_target_prop(const Ref &prop) { _target_prop = prop; rebuild_hierarchy(); } void PropTool::target_prop_set(const Ref &prop) { _target_prop = prop; if (!prop.is_valid()) return; PropTool *last_prop_tool = this; Node *root = this; while (root->get_parent() != NULL) { root = root->get_parent(); if (root && root->has_method("target_prop_set")) last_prop_tool = Object::cast_to(root); } if (last_prop_tool == this) return; last_prop_tool->load_scene_for(this, prop); } void PropTool::load_scene_for(PropTool *t, const Ref &prop) { if (_plugin == NULL) return; t->queue_delete(); Node *s = _plugin->create_or_get_scene(prop); add_child(s); //s->set_owner(this); } PropToolEditorPlugin *PropTool::get_plugin() { return _plugin; } void PropTool::set_plugin(PropToolEditorPlugin *plugin) { _plugin = plugin; } PropTool::PropTool() { _snap_to_mesh = false; _snap_axis = Vector3(0, -1, 0); } PropTool::PropTool(EditorNode *p_editor) { _snap_to_mesh = false; _snap_axis = Vector3(0, -1, 0); } PropTool::~PropTool() { _target_prop.unref(); } void PropTool::_bind_methods() { }