/*************************************************************************/ /* mesh_instance.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 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" 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::Element *E = morph_tracks.find(p_name); if (!E) return false; E->get().value=p_value; VisualServer::get_singleton()->instance_set_morph_target_weight(get_instance(),E->get().idx,E->get().value); return true; } bool MeshInstance::_get(const StringName& p_name,Variant &r_ret) const { if (!get_instance().is_valid()) return false; const Map::Element *E = morph_tracks.find(p_name); if (!E) return false; r_ret = E->get().value; return true; } void MeshInstance::_get_property_list( List *p_list) const { List ls; for(const Map::Element *E=morph_tracks.front();E;E=E->next()) { ls.push_back(E->key()); } ls.sort();; for(List::Element *E=ls.front();E;E=E->next()) { p_list->push_back( PropertyInfo(Variant::REAL,E->get(),PROPERTY_HINT_RANGE,"0,1,0.01")); } } void MeshInstance::set_mesh(const Ref& p_mesh) { mesh=p_mesh; morph_tracks.clear(); if (mesh.is_valid()) { for(int i=0;iget_morph_target_count();i++) { MorphTrack mt; mt.idx=i; mt.value=0; morph_tracks["morph/"+String(mesh->get_morph_target_name(i))]=mt; } set_base(mesh->get_rid()); } else { set_base(RID()); } _change_notify("mesh"); } Ref 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():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_scene()) return; _resolve_skeleton_path(); } NodePath MeshInstance::get_skeleton_path() { return skeleton_path; } AABB MeshInstance::get_aabb() const { if (!mesh.is_null()) return mesh->get_aabb(); return AABB(); } DVector MeshInstance::get_faces(uint32_t p_usage_flags) const { if (!(p_usage_flags&(FACES_SOLID|FACES_ENCLOSING))) return DVector(); if (mesh.is_null()) return DVector(); return mesh->get_faces(); } Node* MeshInstance::create_trimesh_collision_node() { if (mesh.is_null()) return NULL; Ref shape = mesh->create_trimesh_shape(); if (shape.is_null()) return NULL; StaticBody * static_body = memnew( StaticBody ); static_body->add_shape( shape ); return static_body; return NULL; } void MeshInstance::create_trimesh_collision() { StaticBody* static_body = create_trimesh_collision_node()->cast_to(); 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() ); } Node* MeshInstance::create_convex_collision_node() { if (mesh.is_null()) return NULL; Ref shape = mesh->create_convex_shape(); if (shape.is_null()) return NULL; StaticBody * static_body = memnew( StaticBody ); static_body->add_shape( shape ); return static_body; return NULL; } void MeshInstance::create_convex_collision() { StaticBody* static_body = create_convex_collision_node()->cast_to(); 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() ); } void MeshInstance::_notification(int p_what) { if (p_what==NOTIFICATION_ENTER_SCENE) { _resolve_skeleton_path(); } } void MeshInstance::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_mesh","mesh:Mesh"),&MeshInstance::set_mesh); ObjectTypeDB::bind_method(_MD("get_mesh:Mesh"),&MeshInstance::get_mesh); ObjectTypeDB::bind_method(_MD("set_skeleton_path","skeleton_path:NodePath"),&MeshInstance::set_skeleton_path); ObjectTypeDB::bind_method(_MD("get_skeleton_path:NodePath"),&MeshInstance::get_skeleton_path); ObjectTypeDB::bind_method(_MD("get_aabb"),&MeshInstance::get_aabb); ObjectTypeDB::bind_method(_MD("create_trimesh_collision"),&MeshInstance::create_trimesh_collision); ObjectTypeDB::set_method_flags("MeshInstance","create_trimesh_collision",METHOD_FLAGS_DEFAULT|METHOD_FLAG_EDITOR); ObjectTypeDB::bind_method(_MD("create_convex_collision"),&MeshInstance::create_convex_collision); ObjectTypeDB::set_method_flags("MeshInstance","create_convex_collision",METHOD_FLAGS_DEFAULT|METHOD_FLAG_EDITOR); ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "mesh/mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh" ), _SCS("set_mesh"), _SCS("get_mesh")); ADD_PROPERTY( PropertyInfo (Variant::NODE_PATH, "mesh/skeleton"), _SCS("set_skeleton_path"), _SCS("get_skeleton_path")); } MeshInstance::MeshInstance() { skeleton_path=NodePath(".."); } MeshInstance::~MeshInstance() { }