mirror of
https://github.com/Relintai/broken_seals.git
synced 2025-02-26 03:24:19 +01:00
CharacterSkeleton now uses the ThreadPool module to generate meshes. Also updated MeshTools to get the 2 functions I added to the singleton.
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@ -1 +1 @@
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{"engine": {"3.2": "f108037cbfdd010ca61954fcb0a341f754a7a9f0", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "97f10512f8832394389e1109154b8af34a2ef2c6"}, "entity_spell_system": {"master": "d063f8da2816e9e016112a2cc9a22a61c1f43d92"}, "ui_extensions": {"master": "6fe4f69fea8d71043b08d959b8085404c9c4fe47"}, "voxelman": {"master": "7c93cc8f52a60746aa43c0a78631baecbabfe6dc"}, "texture_packer": {"master": "e3047f7dfab861767c5295ea93d2f1404e8de66e"}, "fastnoise": {"master": "d0e3f1c759332cf0d9a5d7e0e71d0b0278310651"}, "mesh_data_resource": {"master": "3cc9f15f05be53380e20763efc0be753b621b8a2"}, "procedural_animations": {"master": "e4f048d67c171c34995763519e6d21bf40df29a7"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "fast_quadratic_mesh_simplifier": {"master": "f6d3d65cc6ce4dddfc68054164feec1f612ecd1f"}, "props": {"master": "b2bcb5ea6469b19298cd849c1232ddb5ad26f71c"}, "mesh_utils": {"master": "a841b0ece08ca5d323f9055d2916051ff97dd6f6"}, "broken_seals_module": {"master": "14c239fd8716988b837c2fcfe20fe7d9f11dd515"}, "thread_pool": {"master": "5093853b3f2cb430612bc153d0f020206cb6b624"}}
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{"engine": {"3.2": "f108037cbfdd010ca61954fcb0a341f754a7a9f0", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "97f10512f8832394389e1109154b8af34a2ef2c6"}, "entity_spell_system": {"master": "d063f8da2816e9e016112a2cc9a22a61c1f43d92"}, "ui_extensions": {"master": "6fe4f69fea8d71043b08d959b8085404c9c4fe47"}, "voxelman": {"master": "7c93cc8f52a60746aa43c0a78631baecbabfe6dc"}, "texture_packer": {"master": "e3047f7dfab861767c5295ea93d2f1404e8de66e"}, "fastnoise": {"master": "d0e3f1c759332cf0d9a5d7e0e71d0b0278310651"}, "mesh_data_resource": {"master": "3cc9f15f05be53380e20763efc0be753b621b8a2"}, "procedural_animations": {"master": "e4f048d67c171c34995763519e6d21bf40df29a7"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "fast_quadratic_mesh_simplifier": {"master": "f6d3d65cc6ce4dddfc68054164feec1f612ecd1f"}, "props": {"master": "b2bcb5ea6469b19298cd849c1232ddb5ad26f71c"}, "mesh_utils": {"master": "e540e84f9b9505cbba14d1abcd7777ea0b9963e6"}, "broken_seals_module": {"master": "14c239fd8716988b837c2fcfe20fe7d9f11dd515"}, "thread_pool": {"master": "3891a9b68d60319e6291cc5d33fd1b073dcd6bcc"}}
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@ -24,10 +24,10 @@ extends CharacterSkeleton3D
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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# SOFTWARE.
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var job_script = preload("res://player/CharacterSkeletonMeshJob.gd")
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export(bool) var refresh_in_editor : bool = false setget editor_build
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export(bool) var refresh_in_editor : bool = false setget editor_build
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export(bool) var automatic_build : bool = false
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export(bool) var automatic_build : bool = false
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export(bool) var use_threads : bool = false
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export(bool) var use_lod : bool = true
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export(bool) var use_lod : bool = true
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export(NodePath) var mesh_instance_path : NodePath
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export(NodePath) var mesh_instance_path : NodePath
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@ -56,6 +56,8 @@ var _current_lod_level : int = 0
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var _generating : bool = false
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var _generating : bool = false
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var _mesh_job : ThreadPoolJob = null
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var bone_names = {
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var bone_names = {
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0: "root",
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0: "root",
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1: "pelvis",
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1: "pelvis",
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@ -93,22 +95,17 @@ var bone_names = {
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}
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}
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var _texture_packer : TexturePacker
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var _textures : Array
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var _textures : Array
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var _texture : Texture
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var _texture : Texture
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#var mesh : ArrayMesh = null
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var _thread_done : bool = false
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var _thread : Thread = null
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var _editor_built : bool = false
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var _editor_built : bool = false
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func _enter_tree():
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func _enter_tree():
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_texture_packer = TexturePacker.new()
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_mesh_job = job_script.new()
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_texture_packer.texture_flags = 0
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_mesh_job.use_lod = use_lod
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# _texture_packer.texture_flags = Texture.FLAG_FILTER
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_mesh_job.connect("finished", self, "job_finished")
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_texture_packer.max_atlas_size = 512
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meshes.resize(3)
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skeleton = get_node(skeleton_path) as Skeleton
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skeleton = get_node(skeleton_path) as Skeleton
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mesh_instance = get_node(mesh_instance_path) as MeshInstance
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mesh_instance = get_node(mesh_instance_path) as MeshInstance
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@ -122,8 +119,7 @@ func _enter_tree():
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for m in materials:
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for m in materials:
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_materials.append(m.duplicate())
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_materials.append(m.duplicate())
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if not OS.can_use_threads():
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_mesh_job.materials = _materials
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use_threads = false
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set_process(false)
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set_process(false)
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@ -131,19 +127,11 @@ func _enter_tree():
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for iv in viss:
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for iv in viss:
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add_model_visual(iv as ModelVisual)
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add_model_visual(iv as ModelVisual)
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func _exit_tree():
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#func _exit_tree():
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if _thread != null:
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# _mesh_job.
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_thread.wait_to_finish()
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_thread = null
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func _process(delta):
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if automatic_build:
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if use_threads and _thread_done:
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build_model()
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_thread.wait_to_finish()
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_thread = null
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finish_build_mesh()
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set_process(false)
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_thread_done = false
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_generating = false
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func _build_model():
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func _build_model():
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@ -160,48 +148,15 @@ func _build_model():
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set_process(false)
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set_process(false)
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return
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return
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if use_threads:
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build()
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build_threaded()
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set_process(false)
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else:
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build()
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set_process(false)
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model_dirty = false
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model_dirty = false
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func build():
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func build():
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setup_build_mesh()
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setup_build_mesh()
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build_mesh("")
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finish_build_mesh()
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func build_threaded():
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var data : Array = Array()
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if _thread == null:
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_thread = Thread.new()
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setup_build_mesh()
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_thread.start(self, "build_mesh")
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set_process(true)
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func build_mesh(data) -> void:
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sort_layers()
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prepare_textures()
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meshes.clear()
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var mm : MeshMerger = MeshMerger.new()
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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
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var bones : PoolIntArray = PoolIntArray()
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bones.resize(4)
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bones[0] = 1
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bones[1] = 0
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bones[2] = 0
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bones[3] = 0
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var bonew : PoolRealArray = PoolRealArray()
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bonew.resize(4)
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bonew[0] = 1
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bonew[1] = 0
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bonew[2] = 0
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bonew[3] = 0
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for skele_point in range(EntityEnums.SKELETON_POINTS_MAX):
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for skele_point in range(EntityEnums.SKELETON_POINTS_MAX):
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var bone_name : String = get_bone_name(skele_point)
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var bone_name : String = get_bone_name(skele_point)
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@ -216,84 +171,24 @@ func build_mesh(data) -> void:
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var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
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var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
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if entry.entry.get_mesh(model_index) != null:
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if entry.entry.get_mesh(model_index) != null:
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var bt : Transform = skeleton.get_bone_global_pose(bone_idx)
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var ddict : Dictionary = Dictionary()
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var mdr : MeshDataResource = entry.entry.get_mesh(model_index)
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ddict["bone_name"] = bone_name
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ddict["bone_idx"] = bone_idx
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var ta : AtlasTexture = _textures[skele_point]
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if entry.entry.get_texture(model_index) != null:
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ddict["texture"] = entry.entry.get_texture(model_index)
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var rect : Rect2 = Rect2(0, 0, 1, 1)
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ddict["transform"] = skeleton.get_bone_global_pose(bone_idx)
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ddict["mesh"] = entry.entry.get_mesh(model_index)
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if ta != null and _texture != null:
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data.append(ddict)
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var otw : float = _texture.get_width()
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var oth : float = _texture.get_height()
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rect.position.x = ta.region.position.x / otw
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_mesh_job.data = data
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rect.position.y = ta.region.position.y / oth
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ThreadPool.add_job(_mesh_job)
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rect.size.x = ta.region.size.x / otw
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rect.size.y = ta.region.size.y / oth
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bones[0] = bone_idx
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mm.add_mesh_data_resource_bone(mdr, bones, bonew, bt, rect)
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var arr : Array = mm.build_mesh()
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var mesh : ArrayMesh = ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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mesh.surface_set_material(0, _materials[0])
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meshes.append(mesh)
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if use_lod:
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arr = merge_mesh_array(arr)
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var meshl2 : ArrayMesh = ArrayMesh.new()
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meshl2.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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meshl2.surface_set_material(0, _materials[1])
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meshes.append(meshl2)
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arr = bake_mesh_array_uv(arr, _texture)
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arr[VisualServer.ARRAY_TEX_UV] = null
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var meshl3 : ArrayMesh = ArrayMesh.new()
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meshl3.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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meshl3.surface_set_material(0, _materials[2])
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meshes.append(meshl3)
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# finish_build_mesh()
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_thread_done = true
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func prepare_textures() -> void:
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_texture_packer.clear()
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_textures.clear()
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_textures.resize(EntityEnums.SKELETON_POINTS_MAX)
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for bone_idx in range(EntityEnums.SKELETON_POINTS_MAX):
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var texture : Texture
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for j in range(get_model_entry_count(bone_idx)):
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var entry : SkeletonModelEntry = get_model_entry(bone_idx, j)
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if entry.entry.get_texture(model_index) != null:
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texture = _texture_packer.add_texture(entry.entry.get_texture(model_index))
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# print(texture)
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break
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_textures[bone_idx] = texture
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_texture_packer.merge()
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var tex : Texture = _texture_packer.get_generated_texture(0)
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# var mat : SpatialMaterial = _material as SpatialMaterial
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# mat.albedo_texture = tex
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var mat : ShaderMaterial = _materials[0] as ShaderMaterial
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mat.set_shader_param("texture_albedo", tex)
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if use_lod:
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var mat2 : ShaderMaterial = _materials[1] as ShaderMaterial
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mat2.set_shader_param("texture_albedo", tex)
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# mat.albedo_texture = tex
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_texture = tex
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# build_mesh("")
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finish_build_mesh()
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func setup_build_mesh() -> void:
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func setup_build_mesh() -> void:
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if mesh_instance != null:
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if mesh_instance != null:
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@ -317,8 +212,14 @@ func finish_build_mesh() -> void:
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_generating = false
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_generating = false
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func job_finished():
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meshes = _mesh_job.meshes
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_texture = _mesh_job._texture
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mesh_instance.mesh = meshes[_current_lod_level]
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func clear_mesh() -> void:
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func clear_mesh() -> void:
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meshes.clear()
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meshes.clear()
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meshes.resize(3)
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if mesh_instance != null:
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if mesh_instance != null:
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mesh_instance.mesh = null
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mesh_instance.mesh = null
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140
game/player/CharacterSkeletonMeshJob.gd
Normal file
140
game/player/CharacterSkeletonMeshJob.gd
Normal file
@ -0,0 +1,140 @@
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tool
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extends ThreadPoolJob
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019-2020 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(bool) var use_lod : bool = true
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var meshes : Array
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var _generating : bool = false
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var _texture_packer : TexturePacker
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var _textures : Array
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var _texture : Texture
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var materials : Array = Array()
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var data : Array
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signal finished
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func _init():
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_texture_packer = TexturePacker.new()
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_texture_packer.texture_flags = 0
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# _texture_packer.texture_flags = Texture.FLAG_FILTER
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_texture_packer.max_atlas_size = 512
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func _execute():
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prepare_textures()
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meshes.clear()
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var mm : MeshMerger = MeshMerger.new()
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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
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var bones : PoolIntArray = PoolIntArray()
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bones.resize(4)
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bones[0] = 1
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bones[1] = 0
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bones[2] = 0
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bones[3] = 0
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var bonew : PoolRealArray = PoolRealArray()
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bonew.resize(4)
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bonew[0] = 1
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bonew[1] = 0
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bonew[2] = 0
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bonew[3] = 0
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for ddict in data:
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var bone_name : String = ddict["bone_name"]
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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")
|
||||||
|
|
||||||
|
func prepare_textures() -> void:
|
||||||
|
_texture_packer.clear()
|
||||||
|
|
||||||
|
for i in range(data.size()):
|
||||||
|
var ddict : Dictionary = data[i]
|
||||||
|
var texture : Texture = ddict["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
|
@ -4,7 +4,6 @@
|
|||||||
[ext_resource path="res://modules/species/Human/models/armature_huf.tscn" type="PackedScene" id=2]
|
[ext_resource path="res://modules/species/Human/models/armature_huf.tscn" type="PackedScene" id=2]
|
||||||
[ext_resource path="res://player/EntityModel.gd" type="Script" id=3]
|
[ext_resource path="res://player/EntityModel.gd" type="Script" id=3]
|
||||||
|
|
||||||
|
|
||||||
[node name="DisplayPlayer" type="Entity" groups=[
|
[node name="DisplayPlayer" type="Entity" groups=[
|
||||||
"players",
|
"players",
|
||||||
]]
|
]]
|
||||||
|
Loading…
Reference in New Issue
Block a user