mirror of
https://github.com/Relintai/broken_seals_module.git
synced 2024-11-12 10:25:25 +01:00
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.
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@ -14,7 +14,9 @@ sources = [
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"register_types.cpp",
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"register_types.cpp",
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"biome_terrarin_generator.cpp"
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"biome_terrarin_generator.cpp",
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"t_mesh_instance.cpp"
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]
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]
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if ARGUMENTS.get('custom_modules_shared', 'no') == 'yes':
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if ARGUMENTS.get('custom_modules_shared', 'no') == 'yes':
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@ -25,9 +25,11 @@ SOFTWARE.
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*/
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*/
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#include "biome_terrarin_generator.h"
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#include "biome_terrarin_generator.h"
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#include "t_mesh_instance.h"
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void register_broken_seals_module_types() {
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void register_broken_seals_module_types() {
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ClassDB::register_class<BiomeTerrarinGenerator>();
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ClassDB::register_class<BiomeTerrarinGenerator>();
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ClassDB::register_class<TMeshInstance>();
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}
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}
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void unregister_broken_seals_module_types() {
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void unregister_broken_seals_module_types() {
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50
t_mesh_instance.cpp
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50
t_mesh_instance.cpp
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@ -0,0 +1,50 @@
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/*************************************************************************/
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/* mesh_instance.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "t_mesh_instance.h"
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bool TMeshInstance::is_software_skinning_enabled() {
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return _is_software_skinning_enabled();
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}
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void TMeshInstance::initialize_skinning(bool p_force_reset, bool p_call_attach_skeleton) {
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_initialize_skinning(p_force_reset, p_call_attach_skeleton);
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}
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void TMeshInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("is_software_skinning_enabled"), &TMeshInstance::is_software_skinning_enabled);
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ClassDB::bind_method(D_METHOD("initialize_skinning", "force_reset", "call_attach_skeleton"), &TMeshInstance::initialize_skinning, false, true);
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}
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TMeshInstance::TMeshInstance() {
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}
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TMeshInstance::~TMeshInstance() {
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}
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57
t_mesh_instance.h
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57
t_mesh_instance.h
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/*************************************************************************/
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/* mesh_instance.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef T_MESH_INSTANCE_H
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#define T_MESH_INSTANCE_H
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/skin.h"
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#include "core/local_vector.h"
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class TMeshInstance : public MeshInstance {
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GDCLASS(TMeshInstance, MeshInstance);
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public:
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bool is_software_skinning_enabled();
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void initialize_skinning(bool p_force_reset = false, bool p_call_attach_skeleton = true);
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TMeshInstance();
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~TMeshInstance();
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protected:
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static void _bind_methods();
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};
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#endif
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