mirror of
https://github.com/Relintai/voxelman.git
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180 lines
5.6 KiB
C++
180 lines
5.6 KiB
C++
/*
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Copyright (c) 2020 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_tool_mesh.h"
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Ref<MeshDataResource> PropToolMesh::get_mesh_data() {
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return _mesh_data;
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}
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void PropToolMesh::set_mesh_data(const Ref<MeshDataResource> &data) {
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_mesh_data = data;
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}
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Ref<PropDataMesh> PropToolMesh::get_data() {
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return _prop_mesh;
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if (!is_visible() || !_mesh_data.is_valid())
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return Ref<PropDataMesh>();
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if (!_prop_mesh.is_valid())
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_prop_mesh.instance();
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_prop_mesh->set_mesh(_mesh_data);
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_prop_mesh->set_texture(_texture);
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_prop_mesh->set_snap_to_mesh(_snap_to_mesh);
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_prop_mesh->set_snap_axis(_snap_axis);
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return _prop_mesh;
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}
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void PropToolMesh::set_data(const Ref<PropDataMesh> &data) {
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_prop_mesh = data;
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if (!_prop_mesh.is_valid())
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return;
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_texture = _prop_mesh->get_texture();
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_snap_to_mesh = _prop_mesh->get_snap_to_mesh();
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_snap_axis = _prop_mesh->get_snap_axis();
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set_generate(true);
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}
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Ref<Texture> PropToolMesh::get_texture() {
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return _texture;
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}
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void PropToolMesh::set_texture(const Ref<Texture> &tex) {
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_texture = tex;
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}
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bool PropToolMesh::get_snap_to_mesh() const {
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return _snap_to_mesh;
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}
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void PropToolMesh::set_snap_to_mesh(const bool value) {
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_snap_to_mesh = value;
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}
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Vector3 PropToolMesh::get_snap_axis() const {
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return _snap_axis;
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}
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void PropToolMesh::set_snap_axis(const Vector3 &value) {
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_snap_axis = value;
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}
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Ref<MeshDataResource> PropToolMesh::get_prop_mesh() {
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return _prop_mesh;
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}
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void PropToolMesh::set_prop_mesh(const Ref<MeshDataResource> &data) {
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_prop_mesh = data;
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}
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void PropToolMesh::generate() {
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}
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PropToolMesh::PropToolMesh() {
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_snap_to_mesh = false;
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_snap_axis = Vector3(0, -1, 0);
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}
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PropToolMesh::~PropToolMesh() {
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_prop_mesh.unref();
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_material.unref();
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}
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void PropToolMesh::set_generate(bool value) {
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if (!value)
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return;
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if (!_mesh_data.is_valid()) {
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mesh.unref();
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return;
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}
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Ref<ArrayMesh> m;
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m.instance();
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Array arr;
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arr.resize(ArrayMesh::ARRAY_MAX);
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Array mda = _mesh_data->get_array();
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PoolVector3Array v;
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v.append_array(mda[Mesh::ARRAY_VERTEX]);
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arr.set(Mesh::ARRAY_VERTEX, v);
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PoolVector3Array norm;
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norm.append_array(mda[Mesh::ARRAY_NORMAL]);
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arr.set(Mesh::ARRAY_NORMAL, norm);
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PoolVector2Array uv;
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uv.append_array(mda[Mesh::ARRAY_TEX_UV]);
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arr.set(Mesh::ARRAY_TEX_UV, uv);
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PoolIntArray ind;
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ind.append_array(mda[Mesh::ARRAY_INDEX]);
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arr.set(Mesh::ARRAY_INDEX, ind);
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m->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
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mesh = m;
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if (_texture.is_valid()) {
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if (!_material.is_valid())
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_material.instance();
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_material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, _texture);
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set_material_override(_material);
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}
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}
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void PropToolMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_mesh_data"), &PropToolMesh::get_mesh_data);
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ClassDB::bind_method(D_METHOD("set_mesh_data", "value"), &PropToolMesh::set_mesh_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh_data", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh_data", "get_mesh_data");
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ClassDB::bind_method(D_METHOD("get_data"), &PropToolMesh::get_data);
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ClassDB::bind_method(D_METHOD("set_data", "value"), &PropToolMesh::set_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "data", PROPERTY_HINT_RESOURCE_TYPE, "PropDataMesh"), "set_data", "get_data");
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ClassDB::bind_method(D_METHOD("get_texture"), &PropToolMesh::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture", "value"), &PropToolMesh::set_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropToolMesh::get_snap_to_mesh);
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ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropToolMesh::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"), &PropToolMesh::get_snap_axis);
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ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropToolMesh::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_mesh"), &PropToolMesh::get_prop_mesh);
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ClassDB::bind_method(D_METHOD("set_prop_mesh", "value"), &PropToolMesh::set_prop_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesh", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_prop_mesh", "get_prop_mesh");
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ClassDB::bind_method(D_METHOD("generate"), &PropToolMesh::generate);
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ClassDB::bind_method(D_METHOD("get_generate"), &PropToolMesh::get_generate);
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ClassDB::bind_method(D_METHOD("set_generate"), &PropToolMesh::set_generate);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate"), "set_generate", "get_generate");
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}
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