#include "tiled_wall.h" #include "scene/resources/texture.h" #include "core/image.h" #if TEXTURE_PACKER_PRESENT #include "../../texture_packer/texture_resource/packer_image_resource.h" #endif #include "../material_cache/prop_material_cache.h" #include "../prop_mesher.h" #include "../singleton/prop_cache.h" #include "core/core_string_names.h" #include "scene/resources/world.h" #include "servers/physics_server.h" #include "tiled_wall_data.h" int TiledWall::get_width() const { return _width; } void TiledWall::set_width(const int value) { _width = value; clear_mesh(); generate_mesh(); } int TiledWall::get_heigth() const { return _height; } void TiledWall::set_heigth(const int value) { _height = value; clear_mesh(); generate_mesh(); } Ref TiledWall::get_data() { return _data; } void TiledWall::set_data(const Ref &data) { if (_data.is_valid()) { _data->disconnect(CoreStringNames::get_singleton()->changed, this, "refresh"); } _data = data; if (_data.is_valid()) { _data->connect(CoreStringNames::get_singleton()->changed, this, "refresh"); } call_deferred("refresh"); } bool TiledWall::get_collision() const { return _collision; } void TiledWall::set_collision(const int value) { _collision = value; /* if (!is_inside_tree()) { return; } if (_collision) { create_colliders(); } else { free_colliders(); }*/ } uint32_t TiledWall::get_collision_layer() const { return _collision_layer; } void TiledWall::set_collision_layer(uint32_t p_layer) { _collision_layer = p_layer; if (_physics_body_rid != RID()) { PhysicsServer::get_singleton()->area_set_collision_layer(_physics_body_rid, p_layer); } } uint32_t TiledWall::get_collision_mask() const { return _collision_mask; } void TiledWall::set_collision_mask(uint32_t p_mask) { _collision_mask = p_mask; if (_physics_body_rid != RID()) { PhysicsServer::get_singleton()->area_set_collision_mask(_physics_body_rid, p_mask); } } AABB TiledWall::get_aabb() const { return AABB(); } PoolVector TiledWall::get_faces(uint32_t p_usage_flags) const { PoolVector faces; if (_mesh_array.size() != Mesh::ARRAY_MAX) { return faces; } PoolVector vertices = _mesh_array[Mesh::ARRAY_VERTEX]; PoolVector indices = _mesh_array[Mesh::ARRAY_INDEX]; int ts = indices.size() / 3; faces.resize(ts); PoolVector::Write w = faces.write(); PoolVector::Read rv = vertices.read(); PoolVector::Read ri = indices.read(); for (int i = 0; i < ts; i++) { int im3 = (i * 3); for (int j = 0; j < 3; j++) { w[i].vertex[j] = rv[indices[im3 + j]]; } } w.release(); return faces; } void TiledWall::refresh() { if (!is_inside_tree()) { return; } clear_mesh(); /* if (_physics_shape_rid != RID()) { PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01)); Transform t = get_global_transform(); t.translate(Vector3(_width / 2.0, _height / 2.0, 0)); PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t); } */ if (!_data.is_valid()) { return; } if (_mesh_rid == RID()) { _mesh_rid = VisualServer::get_singleton()->mesh_create(); VS::get_singleton()->instance_set_base(get_instance(), _mesh_rid); } Ref old_cache; old_cache = _cache; _cache = PropCache::get_singleton()->tiled_wall_material_cache_get(_data); if (old_cache.is_valid() && old_cache != _cache) { PropCache::get_singleton()->tiled_wall_material_cache_unref(old_cache); } if (!_cache->get_initialized()) { _cache->mutex_lock(); //An anouther thread could have initialized it before wo got the mutex! if (!_cache->get_initialized()) { //can only be called from the main thread! _cache->initial_setup_default(); _data->setup_cache(_cache); _cache->refresh_rects(); } _cache->mutex_unlock(); } generate_mesh(); } void TiledWall::generate_mesh() { if (!_data.is_valid()) { return; } if (!_cache.is_valid()) { return; } /* if (_physics_shape_rid != RID()) { PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01)); Transform t = get_global_transform(); t.translate(Vector3(_width / 2.0, _height / 2.0, 0)); PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t); } */ _mesher->add_tiled_wall_simple(_width, _height, Transform(), _data, _cache); _mesh_array = _mesher->build_mesh(); if (_mesh_array.size() != Mesh::ARRAY_MAX) { return; } PoolVector vertices = _mesh_array[Mesh::ARRAY_VERTEX]; if (vertices.size() == 0) { return; } VisualServer::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, _mesh_array); Ref material = _cache->material_lod_get(0); if (material.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(_mesh_rid, 0, material->get_rid()); } _aabb.size = Vector3(_width, _height, 0); } void TiledWall::clear_mesh() { _mesher->reset(); _aabb = AABB(); _mesh_array.clear(); if (_mesh_rid != RID()) { if (VS::get_singleton()->mesh_get_surface_count(_mesh_rid) > 0) VS::get_singleton()->mesh_remove_surface(_mesh_rid, 0); } } void TiledWall::free_mesh() { if (_mesh_rid != RID()) { VS::get_singleton()->instance_set_base(get_instance(), RID()); VS::get_singleton()->free(_mesh_rid); _mesh_rid = RID(); } } void TiledWall::create_colliders() { if (!is_inside_tree()) { return; } free_colliders(); ERR_FAIL_COND(!get_world().is_valid() && get_world()->get_space() == RID()); _physics_shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_BOX); PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01)); PhysicsServer::get_singleton()->body_add_shape(_physics_body_rid, _physics_shape_rid); } void TiledWall::free_colliders() { if (_physics_shape_rid != RID()) { PhysicsServer::get_singleton()->free(_physics_shape_rid); _physics_shape_rid = RID(); } } TiledWall::TiledWall() { _width = 1; _height = 1; _collision = true; _collision_layer = 1; _collision_mask = 1; _physics_body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); //temporary set_portal_mode(PORTAL_MODE_GLOBAL); _mesher.instance(); } TiledWall::~TiledWall() { _data.unref(); _cache.unref(); _mesher.unref(); PhysicsServer::get_singleton()->free(_physics_body_rid); _physics_body_rid = RID(); free_mesh(); free_colliders(); } void TiledWall::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_WORLD: { Transform t = get_global_transform(); t.translate(Vector3(_width / 2.0, _height / 2.0, 0)); PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t); RID space = get_world()->get_space(); PhysicsServer::get_singleton()->body_set_space(_physics_body_rid, space); refresh(); break; } case NOTIFICATION_EXIT_WORLD: { PhysicsServer::get_singleton()->body_set_space(_physics_body_rid, RID()); break; } case NOTIFICATION_TRANSFORM_CHANGED: { if (_collision) { Transform t = get_global_transform(); t.translate(Vector3(_width / 2.0, _height / 2.0, 0)); PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t); } break; } } } void TiledWall::_bind_methods() { ClassDB::bind_method(D_METHOD("get_width"), &TiledWall::get_width); ClassDB::bind_method(D_METHOD("set_width", "value"), &TiledWall::set_width); ADD_PROPERTY(PropertyInfo(Variant::INT, "width"), "set_width", "get_width"); ClassDB::bind_method(D_METHOD("get_heigth"), &TiledWall::get_heigth); ClassDB::bind_method(D_METHOD("set_heigth", "value"), &TiledWall::set_heigth); ADD_PROPERTY(PropertyInfo(Variant::INT, "heigth"), "set_heigth", "get_heigth"); ClassDB::bind_method(D_METHOD("get_data"), &TiledWall::get_data); ClassDB::bind_method(D_METHOD("set_data", "value"), &TiledWall::set_data); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "data", PROPERTY_HINT_RESOURCE_TYPE, "TiledWallData"), "set_data", "get_data"); ClassDB::bind_method(D_METHOD("get_collision"), &TiledWall::get_collision); ClassDB::bind_method(D_METHOD("set_collision", "value"), &TiledWall::set_collision); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision"), "set_collision", "get_collision"); ClassDB::bind_method(D_METHOD("get_collision_layer"), &TiledWall::get_collision_layer); ClassDB::bind_method(D_METHOD("set_collision_layer", "value"), &TiledWall::set_collision_layer); ClassDB::bind_method(D_METHOD("get_collision_mask"), &TiledWall::get_collision_mask); ClassDB::bind_method(D_METHOD("set_collision_mask", "value"), &TiledWall::set_collision_mask); ADD_GROUP("Collision", "collision_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); ClassDB::bind_method(D_METHOD("refresh"), &TiledWall::refresh); ClassDB::bind_method(D_METHOD("generate_mesh"), &TiledWall::generate_mesh); ClassDB::bind_method(D_METHOD("clear_mesh"), &TiledWall::clear_mesh); ClassDB::bind_method(D_METHOD("free_mesh"), &TiledWall::free_mesh); ClassDB::bind_method(D_METHOD("create_colliders"), &TiledWall::create_colliders); ClassDB::bind_method(D_METHOD("free_colliders"), &TiledWall::free_colliders); }