mirror of
https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Remove unneeded 3d character skeleton scripts.
This commit is contained in:
parent
9eca3ec0d8
commit
5631fd22d7
@ -1,356 +0,0 @@
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tool
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extends CharacterSkeleton3D
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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) 2019-2021 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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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 automatic_build : bool = false
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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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var mesh_instance : MeshInstance = null
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export(NodePath) var skeleton_path : NodePath
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var skeleton : Skeleton
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export(Array, ModelVisual) var viss : Array
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var meshes : Array
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var _current_lod_level : int = 0
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var _generating : bool = false
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var _mesh_job : ThreadPoolJob = null
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var _material_cache : ESSMaterialCache = null
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var bone_names = {
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0: "root",
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1: "pelvis",
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2: "spine",
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3: "spine_1",
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4: "spine_2",
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5: "neck",
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6: "head",
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7: "left_clavicle",
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8: "left_upper_arm",
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9: "left_forearm",
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10: "left_hand",
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11: "left_thunb_base",
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12: "left_thumb_end",
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13: "left_fingers_base",
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14: "left_fingers_end",
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15: "right_clavicle",
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16: "right_upper_arm",
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17: "right_forearm",
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18: "right_hand",
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19: "right_thumb_base",
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20: "right_thumb_head",
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21: "right_fingers_base",
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22: "right_fingers_head",
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23: "left_thigh",
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24: "left_calf",
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25: "left_foot",
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26: "right_thigh",
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27: "right_calf",
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28: "right_foot",
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}
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var _textures : Array
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var _texture : Texture
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var _editor_built : bool = false
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var sheathed : bool = true
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func _enter_tree():
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_mesh_job = job_script.new()
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_mesh_job.use_lod = use_lod
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_mesh_job.connect("finished", self, "job_finished")
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meshes.resize(3)
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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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set_process(false)
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if Engine.editor_hint:
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return
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# if not Engine.is_editor_hint():
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for iv in viss:
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add_model_visual(iv as ModelVisual)
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call_deferred("sheath", sheathed)
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if automatic_build:
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call_deferred("build_model")
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func _build_model():
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if _generating:
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return
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_generating = true
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if Engine.is_editor_hint() and not refresh_in_editor:
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set_process(false)
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return
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if not automatic_build:
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set_process(false)
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return
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build()
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set_process(false)
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model_dirty = false
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func build():
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setup_build_mesh()
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sort_layers()
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var data : Array = Array()
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for skele_point in range(ESS.skeletons_bones_index_get(entity_type).count(',') + 1):
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var bone_name : String = get_bone_name(skele_point)
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if bone_name == "":
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print("Bone name error")
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continue
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var bone_idx : int = skeleton.find_bone(bone_name)
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var abi_dict : Dictionary = Dictionary()
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for abti in range(bone_additional_mesh_transform_count):
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var obi : int = bone_additional_mesh_transform_bone_index_get(abti)
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var bin = get_bone_name(obi)
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var bi : int = skeleton.find_bone(bin)
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abi_dict[bi] = bone_additional_mesh_transform_transform_get(abti) * bone_additional_mesh_transform_user_transform_get(abti)
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var ddict : Dictionary = Dictionary()
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for j in range(get_model_entry_count(skele_point)):
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var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
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for k in range(entry.entry.size):
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if entry.entry.get_mesh(k):
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ddict["bone_name"] = bone_name
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ddict["bone_idx"] = bone_idx
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var global_pose = skeleton.get_bone_global_pose(bone_idx)
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ddict["transform"] = skeleton.get_bone_global_pose(bone_idx)
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if abi_dict.has(bone_idx):
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global_pose *= abi_dict[bone_idx]
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# for abti in range(bone_model_additional_mesh_transform_count):
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# var bin = get_bone_name(bone_model_additional_mesh_transform_bone_index_get(abti))
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# var bi : int = skeleton.find_bone(bin)
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#
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# if bone_idx == bi:
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# global_pose *= bone_model_additional_mesh_transform_bone_transform_get(abti)
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# break
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#
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ddict["transform"] = global_pose
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ddict["mesh"] = entry.entry.get_mesh(k)
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var texture_layer_array : Array = Array()
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texture_layer_array.resize(ESS.texture_layers.count(",") + 1)
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var texture_used : bool = false
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for j in range(get_model_entry_count(skele_point)):
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var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
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var layer : int = entry.entry.override_layer
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if texture_layer_array.size() <= layer || texture_layer_array[layer]:
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continue
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for k in range(entry.entry.size):
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if entry.entry.get_texture(k):
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texture_layer_array[layer] = entry.entry.get_texture(k)
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texture_used = true
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break
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if texture_used:
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ddict["textures"] = texture_layer_array
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if !ddict.empty():
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data.append(ddict)
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_mesh_job.data = data
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_material_cache= ESS.material_cache_get(data.hash())
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if _material_cache.material_get_num() == 0:
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#lock just in case
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_material_cache.mutex_lock()
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if _material_cache.material_get_num() == 0:
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#this has to be done on the main thread!
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_material_cache.initial_setup_default()
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_material_cache.mutex_unlock()
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_mesh_job.material_cache = _material_cache
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finish_build_mesh()
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ThreadPool.add_job(_mesh_job)
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# _mesh_job.execute()
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func setup_build_mesh() -> void:
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if mesh_instance != null:
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mesh_instance.hide()
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if get_animation_tree() != null:
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get_animation_tree().active = false
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if get_animation_player() != null:
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get_animation_player().play("rest")
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get_animation_player().seek(0, true)
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func finish_build_mesh() -> void:
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mesh_instance.mesh = null
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# mesh_instance.mesh = meshes[_current_lod_level]
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if get_animation_tree() != null:
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get_animation_tree().active = true
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if mesh_instance != null:
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mesh_instance.show()
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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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mesh_instance.mesh = meshes[_current_lod_level]
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if !mesh_instance.is_software_skinning_enabled():
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mesh_instance.initialize_skinning(true, true)
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func clear_mesh() -> void:
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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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mesh_instance.mesh = null
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func editor_build(val : bool) -> void:
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if not is_inside_tree():
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return
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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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if val:
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_editor_built = true
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build()
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else:
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clear_mesh()
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_editor_built = false
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refresh_in_editor = val
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func get_bone_name(skele_point : int) -> String:
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if bone_names.has(skele_point):
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return bone_names[skele_point]
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return ""
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func _common_attach_point_index_get(point):
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if point == EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND:
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return 0
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elif point == EntityEnums.COMMON_SKELETON_POINT_ROOT:
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return 3
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elif point == EntityEnums.COMMON_SKELETON_POINT_SPINE_2:
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return 6
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elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND:
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return 1
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elif point == EntityEnums.COMMON_SKELETON_POINT_BACK:
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return 6
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elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HIP:
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return 4
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT:
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return 7
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_BACK:
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return 9
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT:
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return 8
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK:
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return 10
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD:
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return 11
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return 3
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func set_lod_level(level : int) -> void:
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if _current_lod_level == level:
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return
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if meshes.size() == 0:
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return
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if level < 0:
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return
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if level >= meshes.size():
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level = meshes.size() - 1
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_current_lod_level = level
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mesh_instance.mesh = meshes[_current_lod_level]
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if !mesh_instance.is_software_skinning_enabled():
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mesh_instance.initialize_skinning(true, true)
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func toggle_sheath():
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sheathed = not sheathed
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sheath(sheathed)
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func sheath(on : bool) -> void:
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var pos = 0
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if not on:
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pos = 1
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attach_point_node_get(7).set_node_position(pos)
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attach_point_node_get(8).set_node_position(pos)
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attach_point_node_get(9).set_node_position(pos)
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attach_point_node_get(10).set_node_position(pos)
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attach_point_node_get(11).set_node_position(pos)
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@ -1,157 +0,0 @@
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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) 2019-2021 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
|
||||
# copies of the Software, and to permit persons to whom the Software is
|
||||
# furnished to do so, subject to the following conditions:
|
||||
#
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# The above copyright notice and this permission notice shall be included in all
|
||||
# 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 _textures : Array
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var material_cache : ESSMaterialCache = null
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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 _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"]
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var texture : Texture = ddict["texture"]
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#var atlas_texture : AtlasTexture = ddict["atlas_texture"]
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var transform : Transform = ddict["transform"]
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var mesh : MeshDataResource = ddict["mesh"]
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var rect : Rect2 = material_cache.texture_get_uv_rect(texture)
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bones[0] = bone_idx
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mm.add_mesh_data_resource_bone(mesh, bones, bonew, transform, 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, material_cache.material_lod_get(0))
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meshes.append(mesh)
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if use_lod:
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arr = MeshUtils.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, material_cache.material_lod_get(1))
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meshes.append(meshl2)
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var texture : Texture = null
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var ml : Material = material_cache.material_lod_get(0)
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if ml is SpatialMaterial:
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var spml : SpatialMaterial = ml
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texture = spml.get_texture(SpatialMaterial.TEXTURE_ALBEDO)
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elif ml is ShaderMaterial:
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var sm : ShaderMaterial = ml
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texture = sm.get_shader_param("texture_albedo")
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arr = MeshUtils.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, material_cache.material_lod_get(2))
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meshes.append(meshl3)
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emit_signal("finished")
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# call_deferred("emit_signal", "finished")
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complete = true
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func prepare_textures() -> void:
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if !material_cache.initialized:
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material_cache.mutex_lock()
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#got initialized before we got the lock
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#No need to have the lock anymore
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if material_cache.initialized:
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material_cache.mutex_unlock()
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var lmerger : TextureLayerMerger = TextureLayerMerger.new()
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for i in range(data.size()):
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var ddict : Dictionary = data[i]
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var textures : Array = ddict["textures"]
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var texture : Texture = null
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var tcount : int = 0
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for j in range(textures.size()):
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if textures[j]:
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tcount += 1
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if tcount > 1:
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for j in range(textures.size() - 1, -1, -1):
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if textures[j]:
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lmerger.add_texture(textures[j])
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break
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lmerger.merge()
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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:
|
||||
if !material_cache.initialized:
|
||||
material_cache.texture_add(texture)
|
||||
|
||||
data[i] = ddict
|
||||
|
||||
if !material_cache.initialized:
|
||||
material_cache.refresh_rects()
|
||||
material_cache.mutex_unlock()
|
Loading…
Reference in New Issue
Block a user