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#include "BrushInterface.h"
#include "../SceneNodeBuffer.h"
#include <pybind11/stl_bind.h>
PYBIND11_MAKE_OPAQUE(IWinding);
namespace script
{
ScriptFace::ScriptFace() :
_face(NULL)
{}
ScriptFace::ScriptFace(IFace& face) :
_face(&face)
{}
void ScriptFace::undoSave()
{
if (_face == NULL) return;
_face->undoSave();
}
const std::string& ScriptFace::getShader() const
{
if (_face == NULL) return _emptyShader;
return _face->getShader();
}
void ScriptFace::setShader(const std::string& name)
{
if (_face == NULL) return;
_face->setShader(name);
}
void ScriptFace::shiftTexdef(float s, float t)
{
if (_face == NULL) return;
_face->shiftTexdef(s, t);
}
void ScriptFace::scaleTexdef(float s, float t)
{
if (_face == NULL) return;
_face->scaleTexdef(s, t);
}
void ScriptFace::rotateTexdef(float angle)
{
if (_face == NULL) return;
_face->rotateTexdef(angle);
}
void ScriptFace::fitTexture(float s_repeat, float t_repeat)
{
if (_face == NULL) return;
_face->fitTexture(s_repeat, t_repeat);
}
void ScriptFace::flipTexture(unsigned int flipAxis)
{
if (_face == NULL) return;
_face->flipTexture(flipAxis);
}
void ScriptFace::normaliseTexture()
{
if (_face == NULL) return;
_face->normaliseTexture();
}
IWinding& ScriptFace::getWinding()
{
if (_face == NULL) return _emptyWinding;
return _face->getWinding();
}
std::string ScriptFace::_emptyShader;
IWinding ScriptFace::_emptyWinding;
ScriptBrushNode::ScriptBrushNode(const scene::INodePtr& node) :
ScriptSceneNode((node != NULL && Node_isBrush(node)) ? node : scene::INodePtr())
{}
std::size_t ScriptBrushNode::getNumFaces() {
// Sanity check
scene::INodePtr node = _node.lock();
if (node == NULL) return 0;
IBrush* brush = Node_getIBrush(node);
return (brush != NULL) ? brush->getNumFaces() : 0;
}
ScriptFace ScriptBrushNode::getFace(std::size_t index)
{
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(_node.lock());
if (brushNode == NULL) return ScriptFace();
IBrush& brush = brushNode->getIBrush();
return (index < brush.getNumFaces()) ? ScriptFace(brush.getFace(index)) : ScriptFace();
}
bool ScriptBrushNode::empty() const
{
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(_node.lock());
if (brushNode == NULL) return true;
return brushNode->getIBrush().empty();
}
bool ScriptBrushNode::hasContributingFaces() const
{
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(_node.lock());
if (brushNode == NULL) return true;
return brushNode->getIBrush().hasContributingFaces();
}
void ScriptBrushNode::removeEmptyFaces()
{
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(_node.lock());
if (brushNode == NULL) return;
brushNode->getIBrush().removeEmptyFaces();
}
void ScriptBrushNode::setShader(const std::string& newShader)
{
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(_node.lock());
if (brushNode == NULL) return;
brushNode->getIBrush().setShader(newShader);
}
bool ScriptBrushNode::hasShader(const std::string& name)
{
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(_node.lock());
if (brushNode == NULL) return false;
return brushNode->getIBrush().hasShader(name);
}
bool ScriptBrushNode::hasVisibleMaterial()
{
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(_node.lock());
if (brushNode == NULL) return false;
return brushNode->getIBrush().hasVisibleMaterial();
}
ScriptBrushNode::DetailFlag ScriptBrushNode::getDetailFlag()
{
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(_node.lock());
if (brushNode == NULL) return Structural;
return static_cast<DetailFlag>(brushNode->getIBrush().getDetailFlag());
}
void ScriptBrushNode::setDetailFlag(DetailFlag detailFlag)
{
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(_node.lock());
if (brushNode == NULL) return;
brushNode->getIBrush().setDetailFlag(static_cast<IBrush::DetailFlag>(detailFlag));
}
void ScriptBrushNode::undoSave()
{
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(_node.lock());
if (brushNode == NULL) return;
brushNode->getIBrush().undoSave();
}
// Checks if the given SceneNode structure is a BrushNode
bool ScriptBrushNode::isBrush(const ScriptSceneNode& node)
{
return Node_isBrush(node);
}
ScriptBrushNode ScriptBrushNode::getBrush(const ScriptSceneNode& node)
{
// Try to cast the node onto a brush
IBrushNodePtr brushNode = std::dynamic_pointer_cast<IBrushNode>(
static_cast<scene::INodePtr>(node)
);
// Construct a brushnode (contained node may be NULL)
return (brushNode != NULL) ? ScriptBrushNode(node) : ScriptBrushNode(scene::INodePtr());
}
ScriptSceneNode BrushInterface::createBrush()
{
// Create a new brush and return the script scene node
scene::INodePtr node = GlobalBrushCreator().createBrush();
// Add the node to the buffer otherwise it will be deleted immediately,
// as ScriptSceneNodes are using weak_ptrs.
SceneNodeBuffer::Instance().push_back(node);
return ScriptSceneNode(node);
}
void BrushInterface::registerInterface(py::module& scope, py::dict& globals)
{
// Define a WindingVertex structure
py::class_<WindingVertex> vertex(scope, "WindingVertex");
vertex.def(py::init<>());
vertex.def_readonly("vertex", &WindingVertex::vertex);
vertex.def_readonly("texcoord", &WindingVertex::texcoord);
vertex.def_readonly("tangent", &WindingVertex::tangent);
vertex.def_readonly("bitangent", &WindingVertex::bitangent);
vertex.def_readonly("normal", &WindingVertex::normal);
vertex.def_readonly("adjacent", &WindingVertex::adjacent);
// Declare the IWinding vector
py::bind_vector<IWinding>(scope, "Winding");
// Define a "Face" interface
py::class_<ScriptFace> face(scope, "Face");
face.def(py::init<>());
face.def(py::init<IFace&>());
face.def("undoSave", &ScriptFace::undoSave);
face.def("getShader", &ScriptFace::getShader, py::return_value_policy::reference);
face.def("setShader", &ScriptFace::setShader);
face.def("shiftTexdef", &ScriptFace::shiftTexdef);
face.def("scaleTexdef", &ScriptFace::scaleTexdef);
face.def("rotateTexdef", &ScriptFace::rotateTexdef);
face.def("fitTexture", &ScriptFace::fitTexture);
face.def("flipTexture", &ScriptFace::flipTexture);
face.def("normaliseTexture", &ScriptFace::normaliseTexture);
face.def("getWinding", &ScriptFace::getWinding, py::return_value_policy::reference);
// Define a BrushNode interface
py::class_<ScriptBrushNode, ScriptSceneNode> brush(scope, "BrushNode");
brush.def(py::init<const scene::INodePtr&>());
brush.def("getNumFaces", &ScriptBrushNode::getNumFaces);
brush.def("empty", &ScriptBrushNode::empty);
brush.def("hasContributingFaces", &ScriptBrushNode::hasContributingFaces);
brush.def("removeEmptyFaces", &ScriptBrushNode::getNumFaces);
brush.def("setShader", &ScriptBrushNode::setShader);
brush.def("hasShader", &ScriptBrushNode::hasShader);
brush.def("hasVisibleMaterial", &ScriptBrushNode::hasVisibleMaterial);
brush.def("undoSave", &ScriptBrushNode::undoSave);
brush.def("getFace", &ScriptBrushNode::getFace);
brush.def("getDetailFlag", &ScriptBrushNode::getDetailFlag);
brush.def("setDetailFlag", &ScriptBrushNode::setDetailFlag);
// Define the BrushCreator interface
py::class_<BrushInterface> brushCreator(scope, "BrushCreator");
brushCreator.def("createBrush", &BrushInterface::createBrush);
// Now point the Python variable "GlobalBrushCreator" to this instance
globals["GlobalBrushCreator"] = this;
py::enum_<ScriptBrushNode::DetailFlag>(scope, "BrushDetailFlag")
.value("Structural", ScriptBrushNode::Structural)
.value("Detail", ScriptBrushNode::Detail)
.export_values();
}
} // namespace script
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