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authorJuan Linietsky2014-02-09 22:10:30 -0300
committerJuan Linietsky2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /scene/3d/mesh_instance.cpp
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
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Diffstat (limited to 'scene/3d/mesh_instance.cpp')
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diff --git a/scene/3d/mesh_instance.cpp b/scene/3d/mesh_instance.cpp
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+/*************************************************************************/
+/* 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<StringName,MorphTrack>::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<StringName,MorphTrack>::Element *E = morph_tracks.find(p_name);
+ if (!E)
+ return false;
+
+ r_ret = E->get().value;
+
+ return true;
+}
+
+void MeshInstance::_get_property_list( List<PropertyInfo> *p_list) const {
+
+ List<String> ls;
+ for(const Map<StringName,MorphTrack>::Element *E=morph_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"));
+ }
+}
+
+
+
+
+void MeshInstance::set_mesh(const Ref<Mesh>& p_mesh) {
+
+ mesh=p_mesh;
+
+ morph_tracks.clear();
+ if (mesh.is_valid()) {
+
+
+ for(int i=0;i<mesh->get_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<Mesh> MeshInstance::get_mesh() const {
+
+ return mesh;
+}
+
+
+AABB MeshInstance::get_aabb() const {
+
+ if (!mesh.is_null())
+ return mesh->get_aabb();
+
+ return AABB();
+}
+
+DVector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
+
+ if (!(p_usage_flags&(FACES_SOLID|FACES_ENCLOSING)))
+ return DVector<Face3>();
+
+ if (mesh.is_null())
+ return DVector<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;
+
+ return NULL;
+}
+
+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() );
+
+}
+
+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;
+
+ return NULL;
+}
+
+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() );
+
+}
+
+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("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"));
+
+
+}
+
+MeshInstance::MeshInstance()
+{
+}
+
+
+MeshInstance::~MeshInstance() {
+
+}
+
+