voxelman/props/prop_data.cpp

246 lines
8.3 KiB
C++

#include "prop_data.h"
#include "../world/voxel_chunk.h"
#include "prop_data_prop.h"
bool PropData::get_snap_to_mesh() {
return _snap_to_mesh;
}
void PropData::set_snap_to_mesh(bool value) {
_snap_to_mesh = value;
}
Vector3 PropData::get_snap_axis() {
return _snap_axis;
}
void PropData::set_snap_axis(Vector3 value) {
_snap_axis = value;
}
Ref<PropDataEntry> PropData::get_prop(const int index) const {
ERR_FAIL_INDEX_V(index, _props.size(), Ref<PropDataEntry>());
return _props.get(index);
}
void PropData::set_prop(const int index, const Ref<PropDataEntry> prop) {
ERR_FAIL_INDEX(index, _props.size());
_props.set(index, prop);
}
void PropData::add_prop(const Ref<PropDataEntry> prop) {
_props.push_back(prop);
}
void PropData::remove_prop(const int index) {
ERR_FAIL_INDEX(index, _props.size());
_props.remove(index);
}
int PropData::get_prop_count() const {
return _props.size();
}
Vector<Variant> PropData::get_props() {
Vector<Variant> r;
for (int i = 0; i < _props.size(); i++) {
r.push_back(_props[i].get_ref_ptr());
}
return r;
}
void PropData::set_props(const Vector<Variant> &props) {
_props.clear();
for (int i = 0; i < props.size(); i++) {
Ref<PropDataEntry> prop = Ref<PropDataEntry>(props[i]);
_props.push_back(prop);
}
}
void PropData::add_textures_into(Ref<TexturePacker> texture_packer) {
ERR_FAIL_COND(!texture_packer.is_valid());
for (int i = 0; i < _props.size(); ++i) {
Ref<PropDataEntry> entry = _props.get(i);
Ref<PropDataMesh> pmesh = entry;
if (pmesh.is_valid() && pmesh->get_texture().is_valid()) {
texture_packer->add_texture(pmesh->get_texture());
}
Ref<PropDataProp> pdataprop = entry;
if (pdataprop.is_valid() && pdataprop->get_prop().is_valid()) {
pdataprop->get_prop()->add_textures_into(texture_packer);
}
}
}
void PropData::add_prop_lights_into(VoxelChunk *chunk, Transform parent_transform, bool allow_snap) {
ERR_FAIL_COND(!ObjectDB::instance_validate(chunk));
for (int i = 0; i < _props.size(); ++i) {
Ref<PropDataEntry> entry = _props.get(i);
Ref<PropDataLight> pl = entry;
if (pl.is_valid()) {
Transform t = parent_transform * pl->get_transform();
Vector3 px = t.origin / chunk->get_voxel_scale();
Vector3i cp = chunk->get_chunk_position();
Vector3i cs = chunk->get_chunk_size();
Ref<VoxelLight> vl;
vl.instance();
vl->set_world_position(px.x + cp.x * cs.x, px.y + cp.y * cs.y, px.z + cp.z * cs.z);
vl->set_color(pl->get_light_color());
vl->set_size(pl->get_light_size());
chunk->add_prop_light(vl);
}
Ref<PropDataProp> pdataprop = entry;
if (pdataprop.is_valid() && pdataprop->get_prop().is_valid()) {
Ref<PropData> pd = pdataprop->get_prop();
if (allow_snap) {
if (pd->get_snap_to_mesh())
print_error(pd->get_name());
pd->add_prop_lights_into(chunk, get_next_snapped_prop_transform(chunk, parent_transform * pdataprop->get_transform(), pd->get_snap_to_mesh(), pd->get_snap_axis()), allow_snap);
} else {
pd->add_prop_lights_into(chunk, parent_transform * pdataprop->get_transform(), allow_snap);
}
}
}
}
void PropData::add_prop_lights_into_bind(Node *chunk, Transform parent_transform, bool allow_snap) {
VoxelChunk *c = Object::cast_to<VoxelChunk>(chunk);
ERR_FAIL_COND(!ObjectDB::instance_validate(c));
add_prop_lights_into(c, parent_transform, allow_snap);
}
void PropData::add_meshes_into(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Spatial *snap_spatial) {
ERR_FAIL_COND(!mesher.is_valid());
ERR_FAIL_COND(!texture_packer.is_valid());
ERR_FAIL_COND(texture_packer->get_generated_texture_count() == 0);
ERR_FAIL_COND(snap_spatial != NULL && !ObjectDB::instance_validate(snap_spatial));
Vector2 texsize = texture_packer->get_generated_texture(0)->get_size();
for (int i = 0; i < _props.size(); ++i) {
Ref<PropDataEntry> entry = _props.get(i);
Ref<PropDataMesh> pmesh = entry;
if (pmesh.is_valid()) {
Rect2 reg = Rect2(0, 0, 1, 1);
if (pmesh->get_texture().is_valid()) {
Ref<AtlasTexture> at = texture_packer->get_texture(pmesh->get_texture());
reg = at->get_region();
reg.position.x /= texsize.x;
reg.position.y /= texsize.y;
reg.size.x /= texsize.x;
reg.size.y /= texsize.y;
}
if (snap_spatial != NULL)
mesher->add_mesh_data_resource_transform(pmesh->get_mesh(), get_next_snapped_prop_transform(snap_spatial, parent_transform * pmesh->get_transform(), pmesh->get_snap_to_mesh(), pmesh->get_snap_axis()), reg);
else
mesher->add_mesh_data_resource_transform(pmesh->get_mesh(), parent_transform * pmesh->get_transform(), reg);
}
Ref<PropDataProp> pdataprop = entry;
if (pdataprop.is_valid() && pdataprop->get_prop().is_valid()) {
if (snap_spatial != NULL)
pdataprop->get_prop()->add_meshes_into(mesher, texture_packer, get_next_snapped_prop_transform(snap_spatial, parent_transform * pdataprop->get_transform(), pdataprop->get_snap_to_mesh(), pdataprop->get_snap_axis()), snap_spatial);
else
pdataprop->get_prop()->add_meshes_into(mesher, texture_packer, parent_transform * pmesh->get_transform(), snap_spatial);
}
}
}
void PropData::add_meshes_into_bind(Ref<VoxelMesher> mesher, Ref<TexturePacker> texture_packer, Transform parent_transform, Node *snap_spatial) {
Spatial *s = Object::cast_to<VoxelChunk>(snap_spatial);
ERR_FAIL_COND(s != NULL && !ObjectDB::instance_validate(s));
add_meshes_into(mesher, texture_packer, parent_transform, s);
}
Transform PropData::get_next_snapped_prop_transform(Spatial *s, Transform parent_transform, bool snap_to_mesh, Vector3 snap_axis) {
if (snap_to_mesh) {
Vector3 pos = s->to_global(parent_transform.origin);
Vector3 world_snap_axis = s->to_global(parent_transform.xform(snap_axis));
Vector3 world_snap_dir = world_snap_axis - pos;
world_snap_dir *= 100;
PhysicsDirectSpaceState *space_state = s->get_world()->get_direct_space_state();
ERR_FAIL_COND_V(space_state == NULL, parent_transform);
PhysicsDirectSpaceState::RayResult res;
if (space_state->intersect_ray(pos - world_snap_dir, pos + world_snap_dir, res, Set<RID>(), 1)) {
parent_transform.origin = s->to_local(res.position);
}
}
return parent_transform;
}
Transform PropData::get_next_snapped_prop_transform_bind(Node *spatial, Transform parent_transform, bool snap_to_mesh, Vector3 snap_axis) {
Spatial *s = Object::cast_to<VoxelChunk>(spatial);
ERR_FAIL_COND_V(!ObjectDB::instance_validate(s), parent_transform);
return get_next_snapped_prop_transform(s, parent_transform, snap_to_mesh, snap_axis);
}
PropData::PropData() {
_snap_to_mesh = false;
_snap_axis = Vector3(0, -1, 0);
}
PropData::~PropData() {
_props.clear();
}
void PropData::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropData::get_snap_to_mesh);
ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropData::set_snap_to_mesh);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropData::get_snap_axis);
ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropData::set_snap_axis);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
ClassDB::bind_method(D_METHOD("get_prop", "index"), &PropData::get_prop);
ClassDB::bind_method(D_METHOD("set_prop", "index", "spell"), &PropData::set_prop);
ClassDB::bind_method(D_METHOD("add_prop", "prop"), &PropData::add_prop);
ClassDB::bind_method(D_METHOD("remove_prop", "index"), &PropData::remove_prop);
ClassDB::bind_method(D_METHOD("get_prop_count"), &PropData::get_prop_count);
ClassDB::bind_method(D_METHOD("get_props"), &PropData::get_props);
ClassDB::bind_method(D_METHOD("set_props", "props"), &PropData::set_props);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "props", PROPERTY_HINT_NONE, "17/17:PropDataEntry", PROPERTY_USAGE_DEFAULT, "PropDataEntry"), "set_props", "get_props");
ClassDB::bind_method(D_METHOD("add_textures_into", "texture_packer"), &PropData::add_textures_into);
ClassDB::bind_method(D_METHOD("add_prop_lights_into", "chunk", "parent_transform", "allow_snap"), &PropData::add_prop_lights_into_bind);
ClassDB::bind_method(D_METHOD("add_meshes_into", "mesher", "texture_packer", "parent_transform", "snap_spatial"), &PropData::add_meshes_into_bind);
ClassDB::bind_method(D_METHOD("get_next_snapped_prop_transform", "spatial", "parent_transform", "snap_to_mesh", "snap_axis"), &PropData::get_next_snapped_prop_transform_bind);
}