Added a new TMeshInstance class (inherited from MeshInstance). All it does is allows me to call _initialize_skinning and _is_software_skinning_enabled from gdscript, because without calling these explicitly, gpu skinning doesn't seem to work properly. Not yet 100% sure if its a regression, or I'm just supposed to do things now differently.

This commit is contained in:
Relintai 2021-07-19 15:44:31 +02:00
parent 8bfe7efe69
commit 2afea56eba
4 changed files with 112 additions and 1 deletions

4
SCsub
View File

@ -14,7 +14,9 @@ sources = [
"register_types.cpp",
"biome_terrarin_generator.cpp"
"biome_terrarin_generator.cpp",
"t_mesh_instance.cpp"
]
if ARGUMENTS.get('custom_modules_shared', 'no') == 'yes':

View File

@ -25,9 +25,11 @@ SOFTWARE.
*/
#include "biome_terrarin_generator.h"
#include "t_mesh_instance.h"
void register_broken_seals_module_types() {
ClassDB::register_class<BiomeTerrarinGenerator>();
ClassDB::register_class<TMeshInstance>();
}
void unregister_broken_seals_module_types() {

50
t_mesh_instance.cpp Normal file
View File

@ -0,0 +1,50 @@
/*************************************************************************/
/* mesh_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "t_mesh_instance.h"
bool TMeshInstance::is_software_skinning_enabled() {
return _is_software_skinning_enabled();
}
void TMeshInstance::initialize_skinning(bool p_force_reset, bool p_call_attach_skeleton) {
_initialize_skinning(p_force_reset, p_call_attach_skeleton);
}
void TMeshInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_software_skinning_enabled"), &TMeshInstance::is_software_skinning_enabled);
ClassDB::bind_method(D_METHOD("initialize_skinning", "force_reset", "call_attach_skeleton"), &TMeshInstance::initialize_skinning, false, true);
}
TMeshInstance::TMeshInstance() {
}
TMeshInstance::~TMeshInstance() {
}

57
t_mesh_instance.h Normal file
View File

@ -0,0 +1,57 @@
/*************************************************************************/
/* mesh_instance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef T_MESH_INSTANCE_H
#define T_MESH_INSTANCE_H
#include "scene/3d/mesh_instance.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/visual_instance.h"
#include "scene/resources/mesh.h"
#include "scene/resources/skin.h"
#include "core/local_vector.h"
class TMeshInstance : public MeshInstance {
GDCLASS(TMeshInstance, MeshInstance);
public:
bool is_software_skinning_enabled();
void initialize_skinning(bool p_force_reset = false, bool p_call_attach_skeleton = true);
TMeshInstance();
~TMeshInstance();
protected:
static void _bind_methods();
};
#endif