Started work on a character editor scene.

This commit is contained in:
Relintai 2022-03-27 12:37:59 +02:00
parent 9d9121ec3d
commit 9d80975f61
5 changed files with 624 additions and 4 deletions

View File

@ -2,8 +2,6 @@
[ext_resource path="res://shaders/4_standard_character_shader.tres" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/albedo = Color( 1, 1, 1, 1 )

View File

@ -2,8 +2,6 @@
[ext_resource path="res://shaders/7_standard_character_shader_notex.tres" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/albedo = Color( 1, 1, 1, 1 )

View File

@ -0,0 +1,324 @@
tool
extends CharacterSkeleton3D
# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system
# Copyright (c) 2019-2021 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.
var job_script = preload("res://player/CharacterSkeletonMeshJobSimple.gd")
export(bool) var build : bool = false setget editor_build
export(NodePath) var mesh_instance_path : NodePath
var mesh_instance : MeshInstance = null
export(NodePath) var skeleton_path : NodePath
var skeleton : Skeleton
export(Array, ModelVisual) var viss : Array
var mesh : ArrayMesh
var _generating : bool = false
var _mesh_job : ThreadPoolJob = null
var _material_cache : ESSMaterialCache = null
var bone_names = {
0: "root",
1: "pelvis",
2: "spine",
3: "spine_1",
4: "spine_2",
5: "neck",
6: "head",
7: "left_clavicle",
8: "left_upper_arm",
9: "left_forearm",
10: "left_hand",
11: "left_thunb_base",
12: "left_thumb_end",
13: "left_fingers_base",
14: "left_fingers_end",
15: "right_clavicle",
16: "right_upper_arm",
17: "right_forearm",
18: "right_hand",
19: "right_thumb_base",
20: "right_thumb_head",
21: "right_fingers_base",
22: "right_fingers_head",
23: "left_thigh",
24: "left_calf",
25: "left_foot",
26: "right_thigh",
27: "right_calf",
28: "right_foot",
}
var _textures : Array
var _texture : Texture
var _editor_built : bool = false
var sheathed : bool = true
func _enter_tree():
_mesh_job = job_script.new()
_mesh_job.connect("finished", self, "job_finished")
skeleton = get_node(skeleton_path) as Skeleton
mesh_instance = get_node(mesh_instance_path) as MeshInstance
set_process(false)
call_deferred("sheath", sheathed)
toggle_build()
func toggle_build():
if build:
call_deferred("setup_and_build")
else:
call_deferred("clear_all")
func setup_and_build():
for iv in viss:
add_model_visual(iv as ModelVisual)
call_deferred("build_model")
func clear_all():
for iv in viss:
remove_model_visual(iv as ModelVisual)
clear_mesh()
_mesh_job.reset()
func _build_model():
if _generating:
return
_generating = true
if not build:
set_process(false)
return
build()
set_process(false)
model_dirty = false
func build():
setup_build_mesh()
sort_layers()
var data : Array = Array()
for skele_point in range(ESS.skeletons_bones_index_get(entity_type).count(',') + 1):
var bone_name : String = get_bone_name(skele_point)
if bone_name == "":
print("Bone name error")
continue
var bone_idx : int = skeleton.find_bone(bone_name)
var abi_dict : Dictionary = Dictionary()
for abti in range(bone_additional_mesh_transform_count):
var obi : int = bone_additional_mesh_transform_bone_index_get(abti)
var bin = get_bone_name(obi)
var bi : int = skeleton.find_bone(bin)
abi_dict[bi] = bone_additional_mesh_transform_transform_get(abti) * bone_additional_mesh_transform_user_transform_get(abti)
var ddict : Dictionary = Dictionary()
for j in range(get_model_entry_count(skele_point)):
var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
for k in range(entry.entry.size):
if entry.entry.get_mesh(k):
ddict["bone_name"] = bone_name
ddict["bone_idx"] = bone_idx
var global_pose = skeleton.get_bone_global_pose(bone_idx)
ddict["transform"] = skeleton.get_bone_global_pose(bone_idx)
if abi_dict.has(bone_idx):
global_pose *= abi_dict[bone_idx]
# for abti in range(bone_model_additional_mesh_transform_count):
# var bin = get_bone_name(bone_model_additional_mesh_transform_bone_index_get(abti))
# var bi : int = skeleton.find_bone(bin)
#
# if bone_idx == bi:
# global_pose *= bone_model_additional_mesh_transform_bone_transform_get(abti)
# break
#
ddict["transform"] = global_pose
ddict["mesh"] = entry.entry.get_mesh(k)
var texture_layer_array : Array = Array()
texture_layer_array.resize(ESS.texture_layers.count(",") + 1)
var texture_used : bool = false
for j in range(get_model_entry_count(skele_point)):
var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
var layer : int = entry.entry.override_layer
if texture_layer_array.size() <= layer || texture_layer_array[layer]:
continue
for k in range(entry.entry.size):
if entry.entry.get_texture(k):
texture_layer_array[layer] = entry.entry.get_texture(k)
texture_used = true
break
if texture_used:
ddict["textures"] = texture_layer_array
if !ddict.empty():
data.append(ddict)
_mesh_job.reset()
_mesh_job.data = data
_material_cache= ESS.material_cache_get(data.hash())
if _material_cache.material_get_num() == 0:
#lock just in case
_material_cache.mutex_lock()
if _material_cache.material_get_num() == 0:
#this has to be done on the main thread!
_material_cache.initial_setup_default()
_material_cache.mutex_unlock()
_mesh_job.material_cache = _material_cache
finish_build_mesh()
ThreadPool.add_job(_mesh_job)
func setup_build_mesh() -> void:
if mesh_instance != null:
mesh_instance.hide()
if get_animation_tree() != null:
get_animation_tree().active = false
if get_animation_player() != null:
get_animation_player().play("rest")
get_animation_player().seek(0, true)
func finish_build_mesh() -> void:
mesh_instance.mesh = null
if get_animation_tree() != null:
get_animation_tree().active = true
if mesh_instance != null:
mesh_instance.show()
func job_finished():
mesh = _mesh_job.final_mesh
mesh_instance.mesh = mesh
_generating = false
func clear_mesh() -> void:
mesh = null
if mesh_instance != null:
mesh_instance.mesh = null
func editor_build(val : bool) -> void:
if not is_inside_tree():
return
skeleton = get_node(skeleton_path) as Skeleton
mesh_instance = get_node(mesh_instance_path) as MeshInstance
build = val
toggle_build()
func get_bone_name(skele_point : int) -> String:
if bone_names.has(skele_point):
return bone_names[skele_point]
return ""
func _common_attach_point_index_get(point):
if point == EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND:
return 0
elif point == EntityEnums.COMMON_SKELETON_POINT_ROOT:
return 3
elif point == EntityEnums.COMMON_SKELETON_POINT_SPINE_2:
return 6
elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND:
return 1
elif point == EntityEnums.COMMON_SKELETON_POINT_BACK:
return 6
elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HIP:
return 4
elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT:
return 7
elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_BACK:
return 9
elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT:
return 8
elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK:
return 10
elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD:
return 11
return 3
func toggle_sheath():
sheathed = not sheathed
sheath(sheathed)
func sheath(on : bool) -> void:
var pos = 0
if not on:
pos = 1
attach_point_node_get(7).set_node_position(pos)
attach_point_node_get(8).set_node_position(pos)
attach_point_node_get(9).set_node_position(pos)
attach_point_node_get(10).set_node_position(pos)
attach_point_node_get(11).set_node_position(pos)

View File

@ -0,0 +1,135 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://models/entities/human/models/armature_editor.gd" type="Script" id=1]
[ext_resource path="res://player/CharacterSkeletonAttachPoint.gd" type="Script" id=2]
[ext_resource path="res://core/model_visuals/test_base_v3.tres" type="ModelVisual" id=5]
[ext_resource path="res://models/entities/human/models/armature.tscn" type="PackedScene" id=6]
[node name="character" type="CharacterSkeleton3D"]
entity_type = 1
model_dirty = true
animation_player_path = NodePath("armature/AnimationPlayer")
attach_point_paths/0_left_hand = NodePath("armature/Armature/Skeleton/LeftHandAttachment/LeftHandAP")
attach_point_paths/1_right_hand = NodePath("armature/Armature/Skeleton/RightHandAttachment/RightHandAP")
attach_point_paths/2_torso = NodePath("armature/Armature/Skeleton/NeckAttachment/TorsoAP")
attach_point_paths/3_root = NodePath("armature/Armature/Skeleton/RootAttachment/RootAP")
attach_point_paths/4_right_hip = NodePath("armature/Armature/Skeleton/RightHipAttachment/Spatial")
attach_point_paths/5_left_hip = NodePath("")
attach_point_paths/6_spine_2 = NodePath("")
attach_point_paths/7_weapon_left = NodePath("armature/Armature/Skeleton/LeftWeapon")
attach_point_paths/8_weapon_right = NodePath("armature/Armature/Skeleton/RightWeapon")
attach_point_paths/9_weapon_left_back = NodePath("armature/Armature/Skeleton/LeftWeaponBack")
attach_point_paths/10_weapon_right_back = NodePath("armature/Armature/Skeleton/RightWeaponBack")
attach_point_paths/11_weapon_shield_left = NodePath("armature/Armature/Skeleton/Shield")
script = ExtResource( 1 )
mesh_instance_path = NodePath("armature/Armature/Skeleton/MeshInstance")
skeleton_path = NodePath("armature/Armature/Skeleton")
viss = [ ExtResource( 5 ) ]
[node name="armature" parent="." instance=ExtResource( 6 )]
[node name="Skeleton" parent="armature/Armature" index="0"]
transform = Transform( 1, -6.84064e-18, 1.54087e-25, 6.84064e-18, 1, 1.05378e-42, -1.54087e-25, 0, 1, 0, 0, 0 )
bones/0/bound_children = [ NodePath("RootAttachment") ]
bones/1/bound_children = [ NodePath("RightHipAttachment"), NodePath("LeftHipAttachment") ]
bones/10/bound_children = [ NodePath("RightBackAttachment"), NodePath("LeftBackAttachment") ]
bones/14/bound_children = [ NodePath("RightHandAttachment") ]
bones/21/bound_children = [ NodePath("ShieldAttachment") ]
bones/22/bound_children = [ NodePath("LeftHandAttachment") ]
bones/27/bound_children = [ NodePath("NeckAttachment") ]
[node name="MeshInstance" type="MeshInstance" parent="armature/Armature/Skeleton" index="0"]
[node name="LeftHandAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="1"]
transform = Transform( -0.0261654, 0.991076, 0.130703, 0.130666, 0.133017, -0.982463, -0.99108, -0.00862805, -0.13298, 0.633677, 1.24697, -0.00282459 )
bone_name = "left_hand"
[node name="LeftHandAP" type="Spatial" parent="armature/Armature/Skeleton/LeftHandAttachment"]
transform = Transform( -0.0646502, 0.683772, 0.726832, -0.148514, -0.726783, 0.670508, 0.986758, -0.0646467, 0.148575, -0.0226043, 0.107657, 0.0283146 )
script = ExtResource( 2 )
[node name="ShieldAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="2"]
transform = Transform( 0.0185141, 0.99935, 0.0309251, 0.0309237, -0.0314875, 0.999026, 0.999349, -0.0175398, -0.0314865, 0.393162, 1.25454, 0.00139672 )
bone_name = "left_forearm"
[node name="LeftHandShield" type="Spatial" parent="armature/Armature/Skeleton/ShieldAttachment"]
transform = Transform( 0.122585, 0.992132, -0.0242311, 0.987746, -0.124342, -0.0941345, -0.0964273, -0.0123912, -0.995239, 0.0157415, 0.108918, 0.0213161 )
[node name="RightHandAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="3"]
transform = Transform( 0.0297752, -0.995028, 0.0950463, 0.0829777, 0.0972214, 0.991798, -0.996108, -0.0216441, 0.0854607, -0.634219, 1.24856, -0.00479734 )
bone_name = "right_hand"
[node name="RightHandAP" type="Spatial" parent="armature/Armature/Skeleton/RightHandAttachment"]
transform = Transform( 0.0789363, 0.493983, 0.86583, -0.0571054, -0.864836, 0.498656, 0.995268, -0.0888088, -0.0400836, -0.0131918, 0.0790432, -0.0425565 )
script = ExtResource( 2 )
[node name="RootAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="4"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -3.23883e-05, 0, 0.000216131 )
bone_name = "root"
[node name="RootAP" type="Spatial" parent="armature/Armature/Skeleton/RootAttachment"]
transform = Transform( 1, 0, 0, 0, -1.62921e-07, 1, 0, -1, -1.62921e-07, 0, 0, 0 )
script = ExtResource( 2 )
[node name="NeckAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="5"]
transform = Transform( 1, 0.000278968, -9.65792e-05, -0.000269675, 0.996335, 0.0855512, 0.000120043, -0.0855511, 0.996334, 0.0010334, 1.32424, -0.00440288 )
bone_name = "neck"
[node name="TorsoAP" type="Spatial" parent="armature/Armature/Skeleton/NeckAttachment"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.04, -0.09 )
script = ExtResource( 2 )
[node name="RightHipAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="6"]
transform = Transform( 1, 0, 0, 0, 1, 4.71856e-07, 0, -4.71856e-07, 1, 0, 0.782716, 0 )
bone_name = "pelvis"
[node name="Spatial" type="Spatial" parent="armature/Armature/Skeleton/RightHipAttachment"]
transform = Transform( 0.993372, -0.0110498, 0.114411, 0.0109836, 0.999939, 0.00120905, -0.114417, 5.56017e-05, 0.993433, -0.141825, 0.176866, 0.16621 )
[node name="LeftHipAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="7"]
transform = Transform( 1, 0, 0, 0, 1, 4.71856e-07, 0, -4.71856e-07, 1, 0, 0.782716, 0 )
bone_name = "pelvis"
[node name="Spatial" type="Spatial" parent="armature/Armature/Skeleton/LeftHipAttachment"]
transform = Transform( 0.99343, -0.00240871, -0.114417, 0.00240855, 0.999997, -0.000139626, 0.114417, -0.00013687, 0.993433, 0.144429, 0.18077, 0.165634 )
[node name="RightBackAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="8"]
transform = Transform( 1, -6.44075e-07, 8.31194e-07, 6.43385e-07, 0.999936, 0.0113912, -8.86884e-07, -0.0113911, 0.999935, 0.00103352, 1.13666, -0.00226594 )
bone_name = "spine_2"
[node name="RightBackAP" type="Spatial" parent="armature/Armature/Skeleton/RightBackAttachment"]
transform = Transform( 0.999997, -0.00244424, -0.000479204, 0.00243884, 0.999966, -3.47705e-05, 0.000479292, 3.44458e-05, 1, 0.000560207, -0.00363708, -0.120332 )
[node name="LeftBackAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="9"]
transform = Transform( 1, -6.44075e-07, 8.31194e-07, 6.43385e-07, 0.999936, 0.0113912, -8.86884e-07, -0.0113911, 0.999935, 0.00103352, 1.13666, -0.00226594 )
bone_name = "spine_2"
[node name="LeftBackAP" type="Spatial" parent="armature/Armature/Skeleton/LeftBackAttachment"]
transform = Transform( 0.999994, -0.00350821, -0.000687771, 0.00350043, 0.999949, -5.02995e-05, 0.000687948, 4.91154e-05, 1, 0.000822697, -0.00513983, -0.097967 )
[node name="LeftWeapon" type="Spatial" parent="armature/Armature/Skeleton" index="10"]
transform = Transform( 0.99343, -0.00240871, -0.114417, 0.0024086, 0.999997, -0.000139157, 0.114417, -0.000137342, 0.993433, 0.144429, 0.963486, 0.165634 )
script = ExtResource( 2 )
positions = [ NodePath("../LeftHipAttachment/Spatial"), NodePath("../LeftHandAttachment/LeftHandAP") ]
[node name="RightWeapon" type="Spatial" parent="armature/Armature/Skeleton" index="11"]
transform = Transform( 0.993372, -0.0110498, 0.114411, 0.0109835, 0.999939, 0.00120952, -0.114417, 5.51299e-05, 0.993433, -0.141825, 0.959582, 0.16621 )
script = ExtResource( 2 )
positions = [ NodePath("../RightHipAttachment/Spatial"), NodePath("../RightHandAttachment/RightHandAP") ]
[node name="LeftWeaponBack" type="Spatial" parent="armature/Armature/Skeleton" index="12"]
transform = Transform( 0.999994, -0.00350885, -0.00068694, 0.00350868, 0.999885, 0.0113409, 0.000647143, -0.0113414, 0.999936, 0.00185614, 1.1304, -0.100168 )
script = ExtResource( 2 )
positions = [ NodePath("../LeftBackAttachment/LeftBackAP"), NodePath("../LeftHandAttachment/LeftHandAP") ]
[node name="Shield" type="Spatial" parent="armature/Armature/Skeleton" index="13"]
transform = Transform( 0.999994, -0.00350885, -0.00068694, 0.00350868, 0.999885, 0.0113409, 0.000647143, -0.0113414, 0.999936, 0.00185614, 1.1304, -0.100168 )
script = ExtResource( 2 )
positions = [ NodePath("../LeftBackAttachment/LeftBackAP"), NodePath("../ShieldAttachment/LeftHandShield") ]
[node name="RightWeaponBack" type="Spatial" parent="armature/Armature/Skeleton" index="14"]
transform = Transform( 0.999997, -0.00244488, -0.000478373, 0.00244479, 0.999902, 0.0113564, 0.000450593, -0.0113563, 0.999935, 0.00159363, 1.13165, -0.122549 )
script = ExtResource( 2 )
positions = [ NodePath("../RightBackAttachment/RightBackAP"), NodePath("../RightHandAttachment/RightHandAP") ]
[editable path="armature"]

View File

@ -0,0 +1,165 @@
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) 2019-2021 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.
var final_mesh : ArrayMesh
var _textures : Array
var material_cache : ESSMaterialCache = null
var material : Material
var data : Array
signal finished
func _execute():
prepare_textures()
final_mesh = null
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 = material_cache.texture_get_uv_rect(texture)
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()
# No octahedral compression for skinned meshes for now. Can cause bugs on some gpus
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr, [], ArrayMesh.ARRAY_COMPRESS_NORMAL | ArrayMesh.ARRAY_COMPRESS_TANGENT | ArrayMesh.ARRAY_COMPRESS_COLOR | ArrayMesh.ARRAY_COMPRESS_TEX_UV | ArrayMesh.ARRAY_COMPRESS_TEX_UV2 | ArrayMesh.ARRAY_COMPRESS_WEIGHTS)
#debug_arrays = arr.duplicate(true)
mesh.surface_set_material(0, material_cache.material_lod_get(0))
final_mesh = mesh
emit_signal("finished")
# call_deferred("emit_signal", "finished")
complete = true
func prepare_textures() -> void:
if !material_cache.initialized:
initialize_material_cache()
var curr_tex_index : int = 0
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:
# merged texture. We need to get the texture itself
texture = material_cache.texture_get(curr_tex_index)
else:
for j in range(textures.size() - 1, -1, -1):
if textures[j]:
texture = textures[j]
break
ddict["texture"] = texture
data[i] = ddict
if texture != null:
curr_tex_index += 1
func initialize_material_cache() -> void:
if !material_cache.initialized:
material_cache.mutex_lock()
#got initialized before we got the lock
#No need to have the lock anymore
if material_cache.initialized:
material_cache.mutex_unlock()
return
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
if texture != null:
material_cache.texture_add(texture)
material_cache.refresh_rects()
material_cache.mutex_unlock()
func reset():
complete = false
final_mesh = null
_textures.clear()
material_cache = null
material = null
data.clear()