broken_seals/game/player/CharacterSkeletonMeshJob.gd

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GDScript3
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tool
extends ThreadPoolJob
# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system
# Copyright (c) 2019-2020 Péter Magyar
# 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.
export(bool) var use_lod : bool = true
var meshes : Array
var _generating : bool = false
var _texture_packer : TexturePacker
var _textures : Array
var _texture : Texture
var materials : Array = Array()
var data : Array
signal finished
func _init():
_texture_packer = TexturePacker.new()
_texture_packer.texture_flags = 0
# _texture_packer.texture_flags = Texture.FLAG_FILTER
_texture_packer.max_atlas_size = 512
func _execute():
prepare_textures()
meshes.clear()
var mm : MeshMerger = MeshMerger.new()
mm.format = ArrayMesh.ARRAY_FORMAT_VERTEX | ArrayMesh.ARRAY_FORMAT_COLOR | ArrayMesh.ARRAY_FORMAT_BONES | ArrayMesh.ARRAY_FORMAT_INDEX | ArrayMesh.ARRAY_FORMAT_NORMAL | ArrayMesh.ARRAY_FORMAT_TEX_UV | ArrayMesh.ARRAY_FORMAT_WEIGHTS
var bones : PoolIntArray = PoolIntArray()
bones.resize(4)
bones[0] = 1
bones[1] = 0
bones[2] = 0
bones[3] = 0
var bonew : PoolRealArray = PoolRealArray()
bonew.resize(4)
bonew[0] = 1
bonew[1] = 0
bonew[2] = 0
bonew[3] = 0
for ddict in data:
var bone_name : String = ddict["bone_name"]
var bone_idx : int = ddict["bone_idx"]
var texture : Texture = ddict["texture"]
var atlas_texture : AtlasTexture = ddict["atlas_texture"]
var transform : Transform = ddict["transform"]
var mesh : MeshDataResource = ddict["mesh"]
var rect : Rect2
if atlas_texture != null and texture != null:
var otw : float = _texture.get_width()
var oth : float = _texture.get_height()
rect.position.x = atlas_texture.region.position.x / otw
rect.position.y = atlas_texture.region.position.y / oth
rect.size.x = atlas_texture.region.size.x / otw
rect.size.y = atlas_texture.region.size.y / oth
bones[0] = bone_idx
mm.add_mesh_data_resource_bone(mesh, bones, bonew, transform, rect)
var arr : Array = mm.build_mesh()
var mesh : ArrayMesh = ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
mesh.surface_set_material(0, materials[0])
meshes.append(mesh)
if use_lod:
arr = MeshUtils.merge_mesh_array(arr)
var meshl2 : ArrayMesh = ArrayMesh.new()
meshl2.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
meshl2.surface_set_material(0, materials[1])
meshes.append(meshl2)
arr = MeshUtils.bake_mesh_array_uv(arr, _texture)
arr[VisualServer.ARRAY_TEX_UV] = null
var meshl3 : ArrayMesh = ArrayMesh.new()
meshl3.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
meshl3.surface_set_material(0, materials[2])
meshes.append(meshl3)
emit_signal("finished")
# call_deferred("emit_signal", "finished")
complete = true
func prepare_textures() -> void:
_texture_packer.clear()
var lmerger : TextureLayerMerger = TextureLayerMerger.new()
for i in range(data.size()):
var ddict : Dictionary = data[i]
var textures : Array = ddict["textures"]
var texture : Texture = null
var tcount : int = 0
for j in range(textures.size()):
if textures[j]:
tcount += 1
if tcount > 1:
for j in range(textures.size() - 1, -1, -1):
if textures[j]:
lmerger.add_texture(textures[j])
break
lmerger.merge()
texture = lmerger.get_result_as_texture()
lmerger.clear()
else:
for j in range(textures.size() - 1, -1, -1):
if textures[j]:
texture = textures[j]
break
ddict["texture"] = texture
if texture != null:
ddict["atlas_texture"] = _texture_packer.add_texture(texture)
data[i] = ddict
_texture_packer.merge()
var tex : Texture = _texture_packer.get_generated_texture(0)
# var mat : SpatialMaterial = _material as SpatialMaterial
# mat.albedo_texture = tex
var mat : ShaderMaterial = materials[0] as ShaderMaterial
mat.set_shader_param("texture_albedo", tex)
if use_lod:
var mat2 : ShaderMaterial = materials[1] as ShaderMaterial
mat2.set_shader_param("texture_albedo", tex)
# mat.albedo_texture = tex
_texture = tex