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https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 04:16:50 +01:00
Implemented PropDataStaticBody handling for TerrainPropJob and VoxelPropJob.
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6ff8ae122c
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@ -46,6 +46,10 @@ SOFTWARE.
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#include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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#ifdef MODULE_PROPS_ENABLED
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#include "../../../props/props/prop_data_static_body.h"
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#endif
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Ref<TerrainMesher> TerrainPropJob::get_prop_mesher() const {
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return _prop_mesher;
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}
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@ -125,6 +129,56 @@ void TerrainPropJob::phase_physics_process() {
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}
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#endif
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#ifdef MODULE_PROPS_ENABLED
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for (int i = 0; i < chunk->prop_get_count(); ++i) {
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Ref<PropData> prop = chunk->prop_get(i);
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for (int j = 0; j < prop->get_prop_count(); ++j) {
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Ref<PropDataStaticBody> psb = prop->get_prop(j);
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if (!psb.is_valid()) {
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continue;
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}
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if (psb->get_collision_shape_count() == 0) {
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continue;
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}
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for (int k = 0; k < psb->get_collision_shape_count(); ++k) {
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Ref<Shape> shape = psb->get_collision_shape(k);
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Transform offset = psb->get_collision_shape_transform(k);
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if (!shape.is_valid()) {
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continue;
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}
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RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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Transform transform = chunk->prop_get_tarnsform(i);
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transform *= offset;
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PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());
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//TODO store the layer mask somewhere
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PhysicsServer::get_singleton()->body_set_collision_layer(body, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
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if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) {
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Ref<World3D> world = chunk->get_voxel_world()->get_world_3d();
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if (world.is_valid() && world->get_space() != RID()) {
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PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
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}
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}
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PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, chunk->get_transform() * transform);
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chunk->collider_add(transform, shape, shape->get_rid(), body);
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}
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}
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}
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#endif
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#if TOOLS_ENABLED
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if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) {
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chunk->draw_debug_mdr_colliders();
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@ -47,6 +47,10 @@ SOFTWARE.
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#include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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#ifdef MODULE_PROPS_ENABLED
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#include "../../../props/props/prop_data_static_body.h"
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#endif
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Ref<VoxelMesher> VoxelPropJob::get_prop_mesher() const {
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return _prop_mesher;
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}
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@ -126,6 +130,56 @@ void VoxelPropJob::phase_physics_process() {
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}
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#endif
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#ifdef MODULE_PROPS_ENABLED
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for (int i = 0; i < chunk->prop_get_count(); ++i) {
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Ref<PropData> prop = chunk->prop_get(i);
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for (int j = 0; j < prop->get_prop_count(); ++j) {
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Ref<PropDataStaticBody> psb = prop->get_prop(j);
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if (!psb.is_valid()) {
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continue;
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}
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if (psb->get_collision_shape_count() == 0) {
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continue;
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}
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for (int k = 0; k < psb->get_collision_shape_count(); ++k) {
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Ref<Shape> shape = psb->get_collision_shape(k);
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Transform offset = psb->get_collision_shape_transform(k);
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if (!shape.is_valid()) {
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continue;
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}
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RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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Transform transform = chunk->prop_get_tarnsform(i);
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transform *= offset;
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PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());
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//TODO store the layer mask somewhere
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PhysicsServer::get_singleton()->body_set_collision_layer(body, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
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if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) {
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Ref<World3D> world = chunk->get_voxel_world()->get_world_3d();
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if (world.is_valid() && world->get_space() != RID()) {
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PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
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}
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}
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PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, chunk->get_transform() * transform);
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chunk->collider_add(transform, shape, shape->get_rid(), body);
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}
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}
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}
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#endif
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#if TOOLS_ENABLED
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if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) {
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chunk->draw_debug_mdr_colliders();
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@ -224,8 +278,9 @@ void VoxelPropJob::phase_prop() {
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}
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void VoxelPropJob::_physics_process(float delta) {
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if (_phase == 0)
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if (_phase == 0) {
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phase_physics_process();
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}
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}
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void VoxelPropJob::_execute_phase() {
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@ -309,8 +364,9 @@ void VoxelPropJob::phase_setup() {
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for (int i = 0; i < _chunk->mesh_data_resource_get_count(); ++i) {
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Ref<Texture> tex = _chunk->mesh_data_resource_get_texture(i);
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if (!tex.is_valid())
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if (!tex.is_valid()) {
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continue;
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}
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Rect2 r = cache->additional_texture_get_uv_rect(tex);
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@ -385,8 +441,9 @@ void VoxelPropJob::phase_steps() {
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}
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//allocate
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if (count > 0)
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if (count > 0) {
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chunk->meshes_create(VoxelChunkDefault::MESH_INDEX_PROP, count);
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}
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} else {
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//we have the meshes, just clear
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@ -395,8 +452,9 @@ void VoxelPropJob::phase_steps() {
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for (int i = 0; i < count; ++i) {
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mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i);
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if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
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RS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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}
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}
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}
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}
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