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https://github.com/Relintai/mesh_data_resource.git
synced 2024-11-12 10:15:21 +01:00
Now MeshDataInstance inherits from VisualInstance.
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@ -38,6 +38,9 @@ void MeshDataResource::set_array(const Array &p_arrays) {
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recompute_aabb();
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}
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Array MeshDataResource::get_array_const() const {
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return _arrays;
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}
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AABB MeshDataResource::get_aabb() const {
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return _aabb;
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@ -65,6 +65,7 @@ public:
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public:
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Array get_array();
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void set_array(const Array &p_arrays);
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Array get_array_const() const;
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AABB get_aabb() const;
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void set_aabb(const AABB &aabb);
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@ -64,23 +64,57 @@ void MeshDataInstance::set_material(const Ref<Material> &mat) {
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refresh();
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}
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AABB MeshDataInstance::get_aabb() const {
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if (!_mesh.is_valid()) {
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return AABB();
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}
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return _mesh->get_aabb();
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}
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PoolVector<Face3> MeshDataInstance::get_faces(uint32_t p_usage_flags) const {
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PoolVector<Face3> faces;
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if (_mesh.is_valid()) {
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Array arrs = _mesh->get_array_const();
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if (arrs.size() != Mesh::ARRAY_MAX) {
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return faces;
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}
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PoolVector<Vector3> vertices = arrs[Mesh::ARRAY_VERTEX];
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PoolVector<int> indices = arrs[Mesh::ARRAY_INDEX];
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int ts = indices.size() / 3;
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faces.resize(ts);
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PoolVector<Face3>::Write w = faces.write();
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PoolVector<Vector3>::Read rv = vertices.read();
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PoolVector<int>::Read ri = indices.read();
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for (int i = 0; i < ts; i++) {
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int im3 = (i * 3);
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for (int j = 0; j < 3; j++) {
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w[i].vertex[j] = rv[indices[im3 + j]];
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}
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}
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w.release();
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}
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return faces;
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}
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void MeshDataInstance::refresh() {
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if (!is_inside_tree()) {
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return;
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}
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if (_mesh_rid == RID()) {
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_mesh_instance = VisualServer::get_singleton()->instance_create();
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if (GET_WORLD().is_valid())
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VS::get_singleton()->instance_set_scenario(_mesh_instance, GET_WORLD()->get_scenario());
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_mesh_rid = VisualServer::get_singleton()->mesh_create();
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VS::get_singleton()->instance_set_base(_mesh_instance, _mesh_rid);
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VS::get_singleton()->instance_set_transform(_mesh_instance, get_transform());
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VS::get_singleton()->instance_set_visible(_mesh_instance, true);
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VS::get_singleton()->instance_set_base(get_instance(), _mesh_rid);
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}
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VisualServer::get_singleton()->mesh_clear(_mesh_rid);
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@ -159,11 +193,6 @@ void MeshDataInstance::setup_material_texture() {
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}
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void MeshDataInstance::free_meshes() {
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if (_mesh_instance != RID()) {
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VS::get_singleton()->free(_mesh_instance);
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_mesh_instance = RID();
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}
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if (_mesh_rid != RID()) {
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VS::get_singleton()->free(_mesh_rid);
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_mesh_rid = RID();
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@ -175,7 +204,7 @@ MeshDataInstance::MeshDataInstance() {
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_snap_to_mesh = false;
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_snap_axis = Vector3(0, -1, 0);
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set_notify_transform(true);
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//set_notify_transform(true);
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}
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MeshDataInstance::~MeshDataInstance() {
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_mesh.unref();
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@ -194,15 +223,14 @@ void MeshDataInstance::_notification(int p_what) {
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free_meshes();
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break;
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}
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/*
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case NOTIFICATION_TRANSFORM_CHANGED: {
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VisualServer *vs = VisualServer::get_singleton();
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if (_mesh_instance != RID()) {
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vs->instance_set_transform(_mesh_instance, get_global_transform());
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}
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vs->instance_set_transform(get_instance(), get_global_transform());
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break;
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}
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}*/
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}
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}
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@ -27,7 +27,7 @@ SOFTWARE.
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#include "scene/resources/texture.h"
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#if VERSION_MAJOR < 4
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#include "scene/3d/spatial.h"
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#include "scene/3d/visual_instance.h"
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#else
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#include "scene/3d/node_3d.h"
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@ -42,8 +42,8 @@ SOFTWARE.
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class PropInstance;
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class MeshDataInstance : public Spatial {
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GDCLASS(MeshDataInstance, Spatial);
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class MeshDataInstance : public VisualInstance {
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GDCLASS(MeshDataInstance, VisualInstance);
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public:
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bool get_snap_to_mesh() const;
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@ -61,6 +61,9 @@ public:
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Ref<Material> get_material();
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void set_material(const Ref<Material> &mat);
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AABB get_aabb() const;
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PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void refresh();
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void setup_material_texture();
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void free_meshes();
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@ -81,7 +84,6 @@ private:
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Ref<Material> _material;
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RID _mesh_rid;
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RID _mesh_instance;
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};
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#endif
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