godot/scene/resources/mesh_library.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

270 lines
8 KiB
C++

/*************************************************************************/
/* mesh_library.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_library.h"
bool MeshLibrary::_set(const StringName& p_name, const Variant& p_value) {
String name=p_name;
if (name.begins_with("item/")) {
int idx = name.get_slicec('/',1).to_int();
String what = name.get_slicec('/',2);
if (!item_map.has(idx))
create_item(idx);
if(what=="name")
set_item_name(idx,p_value);
else if(what=="mesh")
set_item_mesh(idx,p_value);
else if(what=="shape")
set_item_shape(idx,p_value);
else if(what=="preview")
set_item_preview(idx,p_value);
else if(what=="navmesh")
set_item_navmesh(idx,p_value);
else
return false;
return true;
}
return false;
}
bool MeshLibrary::_get(const StringName& p_name,Variant &r_ret) const {
String name=p_name;
int idx = name.get_slicec('/',1).to_int();
ERR_FAIL_COND_V(!item_map.has(idx),false);
String what = name.get_slicec('/',2);
if(what=="name")
r_ret= get_item_name(idx);
else if(what=="mesh")
r_ret= get_item_mesh(idx);
else if(what=="shape")
r_ret= get_item_shape(idx);
else if(what=="navmesh")
r_ret= get_item_navmesh(idx);
else if(what=="preview")
r_ret= get_item_preview(idx);
else
return false;
return true;
}
void MeshLibrary::_get_property_list( List<PropertyInfo> *p_list) const {
for(Map<int,Item>::Element *E=item_map.front();E;E=E->next()) {
String name="item/"+itos(E->key())+"/";
p_list->push_back( PropertyInfo(Variant::STRING,name+"name"));
p_list->push_back( PropertyInfo(Variant::OBJECT,name+"mesh",PROPERTY_HINT_RESOURCE_TYPE,"Mesh"));
p_list->push_back( PropertyInfo(Variant::OBJECT,name+"shape",PROPERTY_HINT_RESOURCE_TYPE,"Shape"));
p_list->push_back( PropertyInfo(Variant::OBJECT,name+"navmesh",PROPERTY_HINT_RESOURCE_TYPE,"NavigationMesh"));
p_list->push_back( PropertyInfo(Variant::OBJECT,name+"preview",PROPERTY_HINT_RESOURCE_TYPE,"Texture",PROPERTY_USAGE_DEFAULT|PROPERTY_USAGE_EDITOR_HELPER));
}
}
void MeshLibrary::create_item(int p_item) {
ERR_FAIL_COND(p_item<0);
ERR_FAIL_COND(item_map.has(p_item));
item_map[p_item]=Item();
_change_notify();
}
void MeshLibrary::set_item_name(int p_item,const String& p_name) {
ERR_FAIL_COND(!item_map.has(p_item));
item_map[p_item].name=p_name;
emit_changed();
_change_notify();
}
void MeshLibrary::set_item_mesh(int p_item,const Ref<Mesh>& p_mesh) {
ERR_FAIL_COND(!item_map.has(p_item));
item_map[p_item].mesh=p_mesh;
notify_change_to_owners();
emit_changed();
_change_notify();
}
void MeshLibrary::set_item_shape(int p_item,const Ref<Shape>& p_shape) {
ERR_FAIL_COND(!item_map.has(p_item));
item_map[p_item].shape=p_shape;
_change_notify();
notify_change_to_owners();
emit_changed();
_change_notify();
}
void MeshLibrary::set_item_navmesh(int p_item,const Ref<NavigationMesh>& p_navmesh) {
ERR_FAIL_COND(!item_map.has(p_item));
item_map[p_item].navmesh=p_navmesh;
_change_notify();
notify_change_to_owners();
emit_changed();
_change_notify();
}
void MeshLibrary::set_item_preview(int p_item,const Ref<Texture>& p_preview) {
ERR_FAIL_COND(!item_map.has(p_item));
item_map[p_item].preview=p_preview;
emit_changed();
_change_notify();
}
String MeshLibrary::get_item_name(int p_item) const {
ERR_FAIL_COND_V(!item_map.has(p_item),"");
return item_map[p_item].name;
}
Ref<Mesh> MeshLibrary::get_item_mesh(int p_item) const {
ERR_FAIL_COND_V(!item_map.has(p_item),Ref<Mesh>());
return item_map[p_item].mesh;
}
Ref<Shape> MeshLibrary::get_item_shape(int p_item) const {
ERR_FAIL_COND_V(!item_map.has(p_item),Ref<Shape>());
return item_map[p_item].shape;
}
Ref<NavigationMesh> MeshLibrary::get_item_navmesh(int p_item) const {
ERR_FAIL_COND_V(!item_map.has(p_item),Ref<NavigationMesh>());
return item_map[p_item].navmesh;
}
Ref<Texture> MeshLibrary::get_item_preview(int p_item) const {
ERR_FAIL_COND_V(!item_map.has(p_item),Ref<Texture>());
return item_map[p_item].preview;
}
bool MeshLibrary::has_item(int p_item) const {
return item_map.has(p_item) ;
}
void MeshLibrary::remove_item(int p_item) {
ERR_FAIL_COND(!item_map.has(p_item));
item_map.erase(p_item);
notify_change_to_owners();
_change_notify();
emit_changed();
}
void MeshLibrary::clear() {
item_map.clear();
notify_change_to_owners();
_change_notify();
emit_changed();
}
Vector<int> MeshLibrary::get_item_list() const {
Vector<int> ret;
ret.resize(item_map.size());
int idx=0;
for(Map<int,Item>::Element *E=item_map.front();E;E=E->next()) {
ret[idx++]=E->key();
}
return ret;
}
int MeshLibrary::find_item_name(const String& p_name) const {
for(Map<int,Item>::Element *E=item_map.front();E;E=E->next()) {
if (E->get().name==p_name)
return E->key();
}
return -1;
}
int MeshLibrary::get_last_unused_item_id() const {
if (!item_map.size())
return 0;
else
return item_map.back()->key()+1;
}
void MeshLibrary::_bind_methods() {
ObjectTypeDB::bind_method(_MD("create_item","id"),&MeshLibrary::create_item);
ObjectTypeDB::bind_method(_MD("set_item_name","id","name"),&MeshLibrary::set_item_name);
ObjectTypeDB::bind_method(_MD("set_item_mesh","id","mesh:Mesh"),&MeshLibrary::set_item_mesh);
ObjectTypeDB::bind_method(_MD("set_item_navmesh","id","navmesh:NavigationMesh"),&MeshLibrary::set_item_navmesh);
ObjectTypeDB::bind_method(_MD("set_item_shape","id","shape:Shape"),&MeshLibrary::set_item_shape);
ObjectTypeDB::bind_method(_MD("get_item_name","id"),&MeshLibrary::get_item_name);
ObjectTypeDB::bind_method(_MD("get_item_mesh:Mesh","id"),&MeshLibrary::get_item_mesh);
ObjectTypeDB::bind_method(_MD("get_item_navmesh:NavigationMesh","id"),&MeshLibrary::get_item_navmesh);
ObjectTypeDB::bind_method(_MD("get_item_shape:Shape","id"),&MeshLibrary::get_item_shape);
ObjectTypeDB::bind_method(_MD("remove_item","id"),&MeshLibrary::remove_item);
ObjectTypeDB::bind_method(_MD("clear"),&MeshLibrary::clear);
ObjectTypeDB::bind_method(_MD("get_item_list"),&MeshLibrary::get_item_list);
ObjectTypeDB::bind_method(_MD("get_last_unused_item_id"),&MeshLibrary::get_last_unused_item_id);
}
MeshLibrary::MeshLibrary() {
}
MeshLibrary::~MeshLibrary() {
}