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https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 20:36:53 +01:00
Ported: Fix navmesh baking, fixes #57148
- improved mesh data calculation from standalone static colliders so that no
VisualServer calls are performed - and thus no VS mutexes need to
be locked in case of on-thread baking
- improved the same for GridMap's static colliders
- Scony
3035b9c44c
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@ -122,6 +122,28 @@ void NavigationMeshGenerator::_add_mesh(const Ref<Mesh> &p_mesh, const Transform
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}
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}
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void NavigationMeshGenerator::_add_mesh_array(const Array &p_array, const Transform &p_xform, Vector<float> &p_vertices, Vector<int> &p_indices) {
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PoolVector<Vector3> mesh_vertices = p_array[Mesh::ARRAY_VERTEX];
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PoolVector<Vector3>::Read vr = mesh_vertices.read();
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PoolVector<int> mesh_indices = p_array[Mesh::ARRAY_INDEX];
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PoolVector<int>::Read ir = mesh_indices.read();
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const int face_count = mesh_indices.size() / 3;
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const int current_vertex_count = p_vertices.size() / 3;
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for (int j = 0; j < mesh_vertices.size(); j++) {
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_add_vertex(p_xform.xform(vr[j]), p_vertices);
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}
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for (int j = 0; j < face_count; j++) {
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// CCW
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p_indices.push_back(current_vertex_count + (ir[j * 3 + 0]));
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p_indices.push_back(current_vertex_count + (ir[j * 3 + 2]));
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p_indices.push_back(current_vertex_count + (ir[j * 3 + 1]));
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}
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}
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void NavigationMeshGenerator::_add_faces(const PoolVector3Array &p_faces, const Transform &p_xform, Vector<float> &p_vertices, Vector<int> &p_indices) {
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int face_count = p_faces.size() / 3;
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int current_vertex_count = p_vertices.size() / 3;
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@ -172,43 +194,38 @@ void NavigationMeshGenerator::_parse_geometry(const Transform &p_navmesh_xform,
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Transform transform = p_navmesh_xform * static_body->get_global_transform() * col_shape->get_transform();
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Ref<Mesh> mesh;
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Ref<Shape> s = col_shape->get_shape();
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BoxShape *box = Object::cast_to<BoxShape>(*s);
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if (box) {
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Ref<CubeMesh> cube_mesh;
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cube_mesh.instance();
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cube_mesh->set_size(box->get_extents() * 2.0);
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mesh = cube_mesh;
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Array arr;
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arr.resize(VS::ARRAY_MAX);
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CubeMesh::create_mesh_array(arr, box->get_extents() * 2.0);
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_add_mesh_array(arr, transform, p_vertices, p_indices);
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}
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CapsuleShape *capsule = Object::cast_to<CapsuleShape>(*s);
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if (capsule) {
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Ref<CapsuleMesh> capsule_mesh;
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capsule_mesh.instance();
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capsule_mesh->set_radius(capsule->get_radius());
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capsule_mesh->set_mid_height(capsule->get_height() / 2.0);
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mesh = capsule_mesh;
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Array arr;
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arr.resize(VS::ARRAY_MAX);
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CapsuleMesh::create_mesh_array(arr, capsule->get_radius(), capsule->get_height() / 2.0);
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_add_mesh_array(arr, transform, p_vertices, p_indices);
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}
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CylinderShape *cylinder = Object::cast_to<CylinderShape>(*s);
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if (cylinder) {
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Ref<CylinderMesh> cylinder_mesh;
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cylinder_mesh.instance();
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cylinder_mesh->set_height(cylinder->get_height());
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cylinder_mesh->set_bottom_radius(cylinder->get_radius());
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cylinder_mesh->set_top_radius(cylinder->get_radius());
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mesh = cylinder_mesh;
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Array arr;
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arr.resize(VS::ARRAY_MAX);
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CylinderMesh::create_mesh_array(arr, cylinder->get_radius(), cylinder->get_radius(), cylinder->get_height());
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_add_mesh_array(arr, transform, p_vertices, p_indices);
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}
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SphereShape *sphere = Object::cast_to<SphereShape>(*s);
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if (sphere) {
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Ref<SphereMesh> sphere_mesh;
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sphere_mesh.instance();
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sphere_mesh->set_radius(sphere->get_radius());
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sphere_mesh->set_height(sphere->get_radius() * 2.0);
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mesh = sphere_mesh;
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Array arr;
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arr.resize(VS::ARRAY_MAX);
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SphereMesh::create_mesh_array(arr, sphere->get_radius(), sphere->get_radius() * 2.0);
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_add_mesh_array(arr, transform, p_vertices, p_indices);
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}
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ConcavePolygonShape *concave_polygon = Object::cast_to<ConcavePolygonShape>(*s);
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@ -239,10 +256,6 @@ void NavigationMeshGenerator::_parse_geometry(const Transform &p_navmesh_xform,
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_add_faces(faces, transform, p_vertices, p_indices);
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}
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}
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if (mesh.is_valid()) {
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_add_mesh(mesh, transform, p_vertices, p_indices);
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}
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}
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}
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}
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@ -50,6 +50,7 @@ protected:
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static void _add_vertex(const Vector3 &p_vec3, Vector<float> &p_vertices);
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static void _add_mesh(const Ref<Mesh> &p_mesh, const Transform &p_xform, Vector<float> &p_vertices, Vector<int> &p_indices);
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static void _add_mesh_array(const Array &p_array, const Transform &p_xform, Vector<float> &p_vertices, Vector<int> &p_indices);
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static void _add_faces(const PoolVector3Array &p_faces, const Transform &p_xform, Vector<float> &p_vertices, Vector<int> &p_indices);
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static void _parse_geometry(const Transform &p_navmesh_xform, Node *p_node, Vector<float> &p_vertices, Vector<int> &p_indices, int p_generate_from, uint32_t p_collision_mask, bool p_recurse_children);
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@ -270,6 +270,10 @@ PrimitiveMesh::~PrimitiveMesh() {
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*/
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void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
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create_mesh_array(p_arr, radius, mid_height, radial_segments, rings);
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}
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void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const float mid_height, const int radial_segments, const int rings) {
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int i, j, prevrow, thisrow, point;
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float x, y, z, u, v, w;
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float onethird = 1.0 / 3.0;
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@ -481,6 +485,10 @@ CapsuleMesh::CapsuleMesh() {
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*/
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void CubeMesh::_create_mesh_array(Array &p_arr) const {
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create_mesh_array(p_arr, size, subdivide_w, subdivide_h, subdivide_d);
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}
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void CubeMesh::create_mesh_array(Array &p_arr, const Vector3 size, const int subdivide_w, const int subdivide_h, const int subdivide_d) {
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int i, j, prevrow, thisrow, point;
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float x, y, z;
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float onethird = 1.0 / 3.0;
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@ -738,6 +746,10 @@ CubeMesh::CubeMesh() {
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*/
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void CylinderMesh::_create_mesh_array(Array &p_arr) const {
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create_mesh_array(p_arr, top_radius, bottom_radius, height, radial_segments, rings);
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}
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void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments, int rings) {
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int i, j, prevrow, thisrow, point;
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float x, y, z, u, v, radius;
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@ -1453,6 +1465,10 @@ Vector3 QuadMesh::get_center_offset() const {
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*/
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void SphereMesh::_create_mesh_array(Array &p_arr) const {
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create_mesh_array(p_arr, radius, height, radial_segments, rings, is_hemisphere);
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}
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void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int radial_segments, int rings, bool is_hemisphere) {
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int i, j, prevrow, thisrow, point;
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float x, y, z;
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@ -110,6 +110,8 @@ protected:
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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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static void create_mesh_array(Array &p_arr, float radius, float mid_height, int radial_segments = 64, int rings = 8);
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void set_radius(const float p_radius);
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float get_radius() const;
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@ -142,6 +144,8 @@ protected:
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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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static void create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w = 0, int subdivide_h = 0, int subdivide_d = 0);
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void set_size(const Vector3 &p_size);
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Vector3 get_size() const;
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@ -176,6 +180,8 @@ protected:
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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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static void create_mesh_array(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments = 64, int rings = 4);
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void set_top_radius(const float p_radius);
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float get_top_radius() const;
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@ -305,6 +311,8 @@ protected:
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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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static void create_mesh_array(Array &p_arr, float radius, float height, int radial_segments = 64, int rings = 32, bool is_hemisphere = false);
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void set_radius(const float p_radius);
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float get_radius() const;
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