55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
#include "utility.h"
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#include "../cube_tables.h"
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#include <core/engine.h>
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#include <scene/resources/mesh.h>
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bool is_surface_triangulated(Array surface) {
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PoolVector3Array positions = surface[Mesh::ARRAY_VERTEX];
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PoolIntArray indices = surface[Mesh::ARRAY_INDEX];
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return positions.size() >= 3 && indices.size() >= 3;
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}
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bool is_mesh_empty(Ref<Mesh> mesh_ref) {
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if (mesh_ref.is_null()) {
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return true;
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}
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const Mesh &mesh = **mesh_ref;
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if (mesh.get_surface_count() == 0) {
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return true;
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}
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if (mesh.surface_get_array_len(0) == 0) {
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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 try_call_script(const Object *obj, StringName method_name, const Variant **args, unsigned int argc, Variant *out_ret) {
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ScriptInstance *script = obj->get_script_instance();
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// TODO Is has_method() needed? I've seen `call()` being called anyways in ButtonBase
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if (script == nullptr || !script->has_method(method_name)) {
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return false;
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}
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint() && !script->get_script()->is_tool()) {
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// Can't call a method on a non-tool script in the editor
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return false;
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}
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#endif
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Variant::CallError err;
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Variant ret = script->call(method_name, args, argc, err);
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// TODO Why does Variant::get_call_error_text want a non-const Object pointer??? It only uses const methods
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ERR_FAIL_COND_V_MSG(err.error != Variant::CallError::CALL_OK, false,
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Variant::get_call_error_text(const_cast<Object *>(obj), method_name, nullptr, 0, err));
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// This had to be explicitely logged due to the usual GD debugger not working with threads
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if (out_ret != nullptr) {
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*out_ret = ret;
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}
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return true;
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}
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