godot/scene/3d/mesh_instance.cpp
Hein-Pieter van Braam 411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00

323 lines
9.2 KiB
C++

/*************************************************************************/
/* mesh_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "mesh_instance.h"
#include "skeleton.h"
#include "physics_body.h"
#include "body_shape.h"
#include "scene/scene_string_names.h"
#include "core_string_names.h"
bool MeshInstance::_set(const StringName& p_name, const Variant& p_value) {
//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
//add to it that it's probably found on first call to _set anyway.
if (!get_instance().is_valid())
return false;
Map<StringName,BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
if (E) {
E->get().value=p_value;
VisualServer::get_singleton()->instance_set_blend_shape_weight(get_instance(),E->get().idx,E->get().value);
return true;
}
if (p_name.operator String().begins_with("material/")) {
int idx = p_name.operator String().get_slicec('/',1).to_int();
if (idx>=materials.size() || idx<0)
return false;
set_surface_material(idx,p_value);
return true;
}
return false;
}
bool MeshInstance::_get(const StringName& p_name,Variant &r_ret) const {
if (!get_instance().is_valid())
return false;
const Map<StringName,BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
if (E) {
r_ret = E->get().value;
return true;
}
if (p_name.operator String().begins_with("material/")) {
int idx = p_name.operator String().get_slicec('/',1).to_int();
if (idx>=materials.size() || idx<0)
return false;
r_ret=materials[idx];
return true;
}
return false;
}
void MeshInstance::_get_property_list( List<PropertyInfo> *p_list) const {
List<String> ls;
for(const Map<StringName,BlendShapeTrack>::Element *E=blend_shape_tracks.front();E;E=E->next()) {
ls.push_back(E->key());
}
ls.sort();
for(List<String>::Element *E=ls.front();E;E=E->next()) {
p_list->push_back( PropertyInfo(Variant::REAL,E->get(),PROPERTY_HINT_RANGE,"0,1,0.01"));
}
if (mesh.is_valid()) {
for(int i=0;i<mesh->get_surface_count();i++) {
p_list->push_back( PropertyInfo(Variant::OBJECT, "material/"+itos(i), PROPERTY_HINT_RESOURCE_TYPE, "Material"));
}
}
}
void MeshInstance::set_mesh(const Ref<Mesh>& p_mesh) {
if (mesh==p_mesh)
return;
if (mesh.is_valid()) {
mesh->disconnect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_mesh_changed);
materials.clear();
}
mesh=p_mesh;
blend_shape_tracks.clear();
if (mesh.is_valid()) {
for(int i=0;i<mesh->get_blend_shape_count();i++) {
BlendShapeTrack mt;
mt.idx=i;
mt.value=0;
blend_shape_tracks["blend_shapes/"+String(mesh->get_blend_shape_name(i))]=mt;
}
mesh->connect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_mesh_changed);
materials.resize(mesh->get_surface_count());
set_base(mesh->get_rid());
} else {
set_base(RID());
}
_change_notify();
}
Ref<Mesh> MeshInstance::get_mesh() const {
return mesh;
}
void MeshInstance::_resolve_skeleton_path(){
if (skeleton_path.is_empty())
return;
Skeleton *skeleton=get_node(skeleton_path)?get_node(skeleton_path)->cast_to<Skeleton>():NULL;
if (skeleton)
VisualServer::get_singleton()->instance_attach_skeleton( get_instance(), skeleton->get_skeleton() );
}
void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
skeleton_path = p_skeleton;
if (!is_inside_tree())
return;
_resolve_skeleton_path();
}
NodePath MeshInstance::get_skeleton_path() {
return skeleton_path;
}
Rect3 MeshInstance::get_aabb() const {
if (!mesh.is_null())
return mesh->get_aabb();
return Rect3();
}
PoolVector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
if (!(p_usage_flags&(FACES_SOLID|FACES_ENCLOSING)))
return PoolVector<Face3>();
if (mesh.is_null())
return PoolVector<Face3>();
return mesh->get_faces();
}
Node* MeshInstance::create_trimesh_collision_node() {
if (mesh.is_null())
return NULL;
Ref<Shape> shape = mesh->create_trimesh_shape();
if (shape.is_null())
return NULL;
StaticBody * static_body = memnew( StaticBody );
static_body->add_shape( shape );
return static_body;
}
void MeshInstance::create_trimesh_collision() {
StaticBody* static_body = create_trimesh_collision_node()->cast_to<StaticBody>();
ERR_FAIL_COND(!static_body);
static_body->set_name( String(get_name()) + "_col" );
add_child(static_body);
if (get_owner())
static_body->set_owner( get_owner() );
CollisionShape *cshape = memnew( CollisionShape );
cshape->set_shape(static_body->get_shape(0));
static_body->add_child(cshape);
if (get_owner())
cshape->set_owner( get_owner() );
}
Node* MeshInstance::create_convex_collision_node() {
if (mesh.is_null())
return NULL;
Ref<Shape> shape = mesh->create_convex_shape();
if (shape.is_null())
return NULL;
StaticBody * static_body = memnew( StaticBody );
static_body->add_shape( shape );
return static_body;
}
void MeshInstance::create_convex_collision() {
StaticBody* static_body = create_convex_collision_node()->cast_to<StaticBody>();
ERR_FAIL_COND(!static_body);
static_body->set_name( String(get_name()) + "_col" );
add_child(static_body);
if (get_owner())
static_body->set_owner( get_owner() );
CollisionShape *cshape = memnew( CollisionShape );
cshape->set_shape(static_body->get_shape(0));
static_body->add_child(cshape);
if (get_owner())
cshape->set_owner( get_owner() );
}
void MeshInstance::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_TREE) {
_resolve_skeleton_path();
}
}
void MeshInstance::set_surface_material(int p_surface,const Ref<Material>& p_material) {
ERR_FAIL_INDEX(p_surface,materials.size());
materials[p_surface]=p_material;
if (materials[p_surface].is_valid())
VS::get_singleton()->instance_set_surface_material(get_instance(),p_surface,materials[p_surface]->get_rid());
else
VS::get_singleton()->instance_set_surface_material(get_instance(),p_surface,RID());
}
Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface,materials.size(),Ref<Material>());
return materials[p_surface];
}
void MeshInstance::_mesh_changed() {
materials.resize( mesh->get_surface_count() );
}
void MeshInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh","mesh:Mesh"),&MeshInstance::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh:Mesh"),&MeshInstance::get_mesh);
ClassDB::bind_method(D_METHOD("set_skeleton_path","skeleton_path:NodePath"),&MeshInstance::set_skeleton_path);
ClassDB::bind_method(D_METHOD("get_skeleton_path:NodePath"),&MeshInstance::get_skeleton_path);
ClassDB::bind_method(D_METHOD("create_trimesh_collision"),&MeshInstance::create_trimesh_collision);
ClassDB::set_method_flags("MeshInstance","create_trimesh_collision",METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("create_convex_collision"),&MeshInstance::create_convex_collision);
ClassDB::set_method_flags("MeshInstance","create_convex_collision",METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("_mesh_changed"),&MeshInstance::_mesh_changed);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh" ), "set_mesh", "get_mesh");
ADD_PROPERTY( PropertyInfo (Variant::NODE_PATH, "skeleton"), "set_skeleton_path", "get_skeleton_path");
}
MeshInstance::MeshInstance()
{
skeleton_path=NodePath("..");
}
MeshInstance::~MeshInstance() {
}