CharacterSkeleton now uses the ThreadPool module to generate meshes. Also updated MeshTools to get the 2 functions I added to the singleton.

This commit is contained in:
Relintai 2020-05-30 19:25:32 +02:00
parent 8f71e087e7
commit e2869c7b89
4 changed files with 180 additions and 140 deletions

2
HEADS
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@ -1 +1 @@
{"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"}}
{"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
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
var job_script = preload("res://player/CharacterSkeletonMeshJob.gd")
export(bool) var refresh_in_editor : bool = false setget editor_build
export(bool) var automatic_build : bool = false
export(bool) var use_threads : bool = false
export(bool) var use_lod : bool = true
export(NodePath) var mesh_instance_path : NodePath
@ -56,6 +56,8 @@ var _current_lod_level : int = 0
var _generating : bool = false
var _mesh_job : ThreadPoolJob = null
var bone_names = {
0: "root",
1: "pelvis",
@ -93,22 +95,17 @@ var bone_names = {
}
var _texture_packer : TexturePacker
var _textures : Array
var _texture : Texture
#var mesh : ArrayMesh = null
var _thread_done : bool = false
var _thread : Thread = null
var _editor_built : bool = false
func _enter_tree():
_texture_packer = TexturePacker.new()
_texture_packer.texture_flags = 0
# _texture_packer.texture_flags = Texture.FLAG_FILTER
_texture_packer.max_atlas_size = 512
_mesh_job = job_script.new()
_mesh_job.use_lod = use_lod
_mesh_job.connect("finished", self, "job_finished")
meshes.resize(3)
skeleton = get_node(skeleton_path) as Skeleton
mesh_instance = get_node(mesh_instance_path) as MeshInstance
@ -122,8 +119,7 @@ func _enter_tree():
for m in materials:
_materials.append(m.duplicate())
if not OS.can_use_threads():
use_threads = false
_mesh_job.materials = _materials
set_process(false)
@ -131,19 +127,11 @@ func _enter_tree():
for iv in viss:
add_model_visual(iv as ModelVisual)
func _exit_tree():
if _thread != null:
_thread.wait_to_finish()
_thread = null
#func _exit_tree():
# _mesh_job.
func _process(delta):
if use_threads and _thread_done:
_thread.wait_to_finish()
_thread = null
finish_build_mesh()
set_process(false)
_thread_done = false
_generating = false
if automatic_build:
build_model()
func _build_model():
@ -160,9 +148,6 @@ func _build_model():
set_process(false)
return
if use_threads:
build_threaded()
else:
build()
set_process(false)
@ -170,38 +155,8 @@ func _build_model():
func build():
setup_build_mesh()
build_mesh("")
finish_build_mesh()
func build_threaded():
if _thread == null:
_thread = Thread.new()
setup_build_mesh()
_thread.start(self, "build_mesh")
set_process(true)
func build_mesh(data) -> void:
sort_layers()
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
var data : Array = Array()
for skele_point in range(EntityEnums.SKELETON_POINTS_MAX):
var bone_name : String = get_bone_name(skele_point)
@ -216,84 +171,24 @@ func build_mesh(data) -> void:
var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
if entry.entry.get_mesh(model_index) != null:
var bt : Transform = skeleton.get_bone_global_pose(bone_idx)
var ddict : Dictionary = Dictionary()
var mdr : MeshDataResource = entry.entry.get_mesh(model_index)
var ta : AtlasTexture = _textures[skele_point]
var rect : Rect2 = Rect2(0, 0, 1, 1)
if ta != null and _texture != null:
var otw : float = _texture.get_width()
var oth : float = _texture.get_height()
rect.position.x = ta.region.position.x / otw
rect.position.y = ta.region.position.y / oth
rect.size.x = ta.region.size.x / otw
rect.size.y = ta.region.size.y / oth
bones[0] = bone_idx
mm.add_mesh_data_resource_bone(mdr, bones, bonew, bt, 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 = 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 = 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)
# finish_build_mesh()
_thread_done = true
func prepare_textures() -> void:
_texture_packer.clear()
_textures.clear()
_textures.resize(EntityEnums.SKELETON_POINTS_MAX)
for bone_idx in range(EntityEnums.SKELETON_POINTS_MAX):
var texture : Texture
for j in range(get_model_entry_count(bone_idx)):
var entry : SkeletonModelEntry = get_model_entry(bone_idx, j)
ddict["bone_name"] = bone_name
ddict["bone_idx"] = bone_idx
if entry.entry.get_texture(model_index) != null:
texture = _texture_packer.add_texture(entry.entry.get_texture(model_index))
# print(texture)
break
ddict["texture"] = entry.entry.get_texture(model_index)
_textures[bone_idx] = texture
ddict["transform"] = skeleton.get_bone_global_pose(bone_idx)
ddict["mesh"] = entry.entry.get_mesh(model_index)
_texture_packer.merge()
data.append(ddict)
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
_mesh_job.data = data
ThreadPool.add_job(_mesh_job)
# build_mesh("")
finish_build_mesh()
func setup_build_mesh() -> void:
if mesh_instance != null:
@ -317,8 +212,14 @@ func finish_build_mesh() -> void:
_generating = false
func job_finished():
meshes = _mesh_job.meshes
_texture = _mesh_job._texture
mesh_instance.mesh = meshes[_current_lod_level]
func clear_mesh() -> void:
meshes.clear()
meshes.resize(3)
if mesh_instance != null:
mesh_instance.mesh = null

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@ -0,0 +1,140 @@
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")
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

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@ -4,7 +4,6 @@
[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]
[node name="DisplayPlayer" type="Entity" groups=[
"players",
]]