8be2fabbe5
-Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
322 lines
9.3 KiB
C++
322 lines
9.3 KiB
C++
/*************************************************************************/
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/* mesh_instance.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "mesh_instance.h"
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#include "skeleton.h"
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#include "physics_body.h"
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#include "body_shape.h"
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#include "scene/scene_string_names.h"
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#include "core_string_names.h"
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bool MeshInstance::_set(const StringName& p_name, const Variant& p_value) {
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//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
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//add to it that it's probably found on first call to _set anyway.
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if (!get_instance().is_valid())
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return false;
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Map<StringName,MorphTrack>::Element *E = morph_tracks.find(p_name);
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if (E) {
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E->get().value=p_value;
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VisualServer::get_singleton()->instance_set_morph_target_weight(get_instance(),E->get().idx,E->get().value);
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return true;
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}
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/',1).to_int();
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if (idx>=materials.size() || idx<0)
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return false;
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set_surface_material(idx,p_value);
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return true;
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}
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return false;
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}
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bool MeshInstance::_get(const StringName& p_name,Variant &r_ret) const {
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if (!get_instance().is_valid())
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return false;
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const Map<StringName,MorphTrack>::Element *E = morph_tracks.find(p_name);
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if (E) {
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r_ret = E->get().value;
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return true;
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}
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/',1).to_int();
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if (idx>=materials.size() || idx<0)
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return false;
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r_ret=materials[idx];
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return true;
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}
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return false;
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}
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void MeshInstance::_get_property_list( List<PropertyInfo> *p_list) const {
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List<String> ls;
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for(const Map<StringName,MorphTrack>::Element *E=morph_tracks.front();E;E=E->next()) {
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ls.push_back(E->key());
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}
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ls.sort();;
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for(List<String>::Element *E=ls.front();E;E=E->next()) {
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p_list->push_back( PropertyInfo(Variant::REAL,E->get(),PROPERTY_HINT_RANGE,"0,1,0.01"));
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}
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if (mesh.is_valid()) {
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for(int i=0;i<mesh->get_surface_count();i++) {
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p_list->push_back( PropertyInfo(Variant::OBJECT, "material/"+itos(i), PROPERTY_HINT_RESOURCE_TYPE, "Material"));
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}
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}
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}
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void MeshInstance::set_mesh(const Ref<Mesh>& p_mesh) {
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if (mesh==p_mesh)
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return;
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if (mesh.is_valid()) {
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mesh->disconnect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_mesh_changed);
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materials.clear();
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}
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mesh=p_mesh;
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morph_tracks.clear();
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if (mesh.is_valid()) {
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for(int i=0;i<mesh->get_morph_target_count();i++) {
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MorphTrack mt;
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mt.idx=i;
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mt.value=0;
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morph_tracks["morph/"+String(mesh->get_morph_target_name(i))]=mt;
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}
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mesh->connect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_mesh_changed);
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materials.resize(mesh->get_surface_count());
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set_base(mesh->get_rid());
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} else {
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set_base(RID());
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}
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_change_notify();
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}
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Ref<Mesh> MeshInstance::get_mesh() const {
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return mesh;
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}
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void MeshInstance::_resolve_skeleton_path(){
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if (skeleton_path.is_empty())
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return;
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Skeleton *skeleton=get_node(skeleton_path)?get_node(skeleton_path)->cast_to<Skeleton>():NULL;
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if (skeleton)
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VisualServer::get_singleton()->instance_attach_skeleton( get_instance(), skeleton->get_skeleton() );
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}
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void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
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skeleton_path = p_skeleton;
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if (!is_inside_tree())
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return;
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_resolve_skeleton_path();
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}
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NodePath MeshInstance::get_skeleton_path() {
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return skeleton_path;
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}
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AABB MeshInstance::get_aabb() const {
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if (!mesh.is_null())
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return mesh->get_aabb();
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return AABB();
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}
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DVector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
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if (!(p_usage_flags&(FACES_SOLID|FACES_ENCLOSING)))
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return DVector<Face3>();
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if (mesh.is_null())
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return DVector<Face3>();
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return mesh->get_faces();
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}
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Node* MeshInstance::create_trimesh_collision_node() {
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if (mesh.is_null())
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return NULL;
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Ref<Shape> shape = mesh->create_trimesh_shape();
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if (shape.is_null())
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return NULL;
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StaticBody * static_body = memnew( StaticBody );
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static_body->add_shape( shape );
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return static_body;
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}
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void MeshInstance::create_trimesh_collision() {
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StaticBody* static_body = create_trimesh_collision_node()->cast_to<StaticBody>();
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ERR_FAIL_COND(!static_body);
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static_body->set_name( String(get_name()) + "_col" );
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add_child(static_body);
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if (get_owner())
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static_body->set_owner( get_owner() );
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CollisionShape *cshape = memnew( CollisionShape );
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cshape->set_shape(static_body->get_shape(0));
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static_body->add_child(cshape);
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if (get_owner())
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cshape->set_owner( get_owner() );
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}
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Node* MeshInstance::create_convex_collision_node() {
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if (mesh.is_null())
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return NULL;
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Ref<Shape> shape = mesh->create_convex_shape();
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if (shape.is_null())
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return NULL;
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StaticBody * static_body = memnew( StaticBody );
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static_body->add_shape( shape );
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return static_body;
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}
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void MeshInstance::create_convex_collision() {
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StaticBody* static_body = create_convex_collision_node()->cast_to<StaticBody>();
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ERR_FAIL_COND(!static_body);
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static_body->set_name( String(get_name()) + "_col" );
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add_child(static_body);
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if (get_owner())
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static_body->set_owner( get_owner() );
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CollisionShape *cshape = memnew( CollisionShape );
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cshape->set_shape(static_body->get_shape(0));
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static_body->add_child(cshape);
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if (get_owner())
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cshape->set_owner( get_owner() );
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}
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void MeshInstance::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_TREE) {
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_resolve_skeleton_path();
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}
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}
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void MeshInstance::set_surface_material(int p_surface,const Ref<Material>& p_material) {
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ERR_FAIL_INDEX(p_surface,materials.size());
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materials[p_surface]=p_material;
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if (materials[p_surface].is_valid())
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VS::get_singleton()->instance_set_surface_material(get_instance(),p_surface,materials[p_surface]->get_rid());
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else
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VS::get_singleton()->instance_set_surface_material(get_instance(),p_surface,RID());
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}
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Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
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ERR_FAIL_INDEX_V(p_surface,materials.size(),Ref<Material>());
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return materials[p_surface];
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}
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void MeshInstance::_mesh_changed() {
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materials.resize( mesh->get_surface_count() );
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}
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void MeshInstance::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_mesh","mesh:Mesh"),&MeshInstance::set_mesh);
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ObjectTypeDB::bind_method(_MD("get_mesh:Mesh"),&MeshInstance::get_mesh);
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ObjectTypeDB::bind_method(_MD("set_skeleton_path","skeleton_path:NodePath"),&MeshInstance::set_skeleton_path);
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ObjectTypeDB::bind_method(_MD("get_skeleton_path:NodePath"),&MeshInstance::get_skeleton_path);
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ObjectTypeDB::bind_method(_MD("get_aabb"),&MeshInstance::get_aabb);
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ObjectTypeDB::bind_method(_MD("create_trimesh_collision"),&MeshInstance::create_trimesh_collision);
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ObjectTypeDB::set_method_flags("MeshInstance","create_trimesh_collision",METHOD_FLAGS_DEFAULT);
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ObjectTypeDB::bind_method(_MD("create_convex_collision"),&MeshInstance::create_convex_collision);
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ObjectTypeDB::set_method_flags("MeshInstance","create_convex_collision",METHOD_FLAGS_DEFAULT);
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ObjectTypeDB::bind_method(_MD("_mesh_changed"),&MeshInstance::_mesh_changed);
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ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "mesh/mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh" ), _SCS("set_mesh"), _SCS("get_mesh"));
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ADD_PROPERTY( PropertyInfo (Variant::NODE_PATH, "mesh/skeleton"), _SCS("set_skeleton_path"), _SCS("get_skeleton_path"));
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}
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MeshInstance::MeshInstance()
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{
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skeleton_path=NodePath("..");
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}
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MeshInstance::~MeshInstance() {
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}
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