mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-21 11:26:53 +01:00
344 lines
9.6 KiB
C++
344 lines
9.6 KiB
C++
/*************************************************************************/
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/* tiled_wall_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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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 "tiled_wall_2d.h"
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#include "scene/resources/texture.h"
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#include "core/io/image.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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#include "../../texture_packer/texture_resource/packer_image_resource.h"
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#endif
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#include "../material_cache/prop_2d_material_cache.h"
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#include "../prop_2d_mesher.h"
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#include "../singleton/prop_2d_cache.h"
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#include "core/core_string_names.h"
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#include "tiled_wall_2d_data.h"
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#include "../lights/prop_2d_light.h"
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#include "core/math/geometry.h"
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int TiledWall2D::get_width() const {
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return _width;
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}
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void TiledWall2D::set_width(const int value) {
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_width = value;
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clear_mesh();
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generate_mesh();
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}
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int TiledWall2D::get_heigth() const {
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return _height;
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}
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void TiledWall2D::set_heigth(const int value) {
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_height = value;
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clear_mesh();
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generate_mesh();
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}
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Transform2D TiledWall2D::get_mesh_transform() const {
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return _mesh_transform;
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}
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void TiledWall2D::set_mesh_transform(const Transform2D &value) {
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_mesh_transform = value;
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clear_mesh();
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generate_mesh();
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}
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Ref<TiledWall2DData> TiledWall2D::get_data() {
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return _data;
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}
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void TiledWall2D::set_data(const Ref<TiledWall2DData> &data) {
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if (_data.is_valid()) {
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_data->disconnect(CoreStringNames::get_singleton()->changed, this, "refresh");
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}
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_data = data;
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if (_data.is_valid()) {
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_data->connect(CoreStringNames::get_singleton()->changed, this, "refresh");
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}
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call_deferred("refresh");
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}
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Rect2 TiledWall2D::get_rect() const {
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return _rect;
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}
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PoolVector<Face3> TiledWall2D::get_faces(uint32_t p_usage_flags) const {
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PoolVector<Face3> faces;
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if (_mesh_array.size() != Mesh::ARRAY_MAX) {
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return faces;
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}
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PoolVector<Vector3> vertices = _mesh_array[Mesh::ARRAY_VERTEX];
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PoolVector<int> indices = _mesh_array[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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return faces;
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}
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#ifdef TOOLS_ENABLED
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bool TiledWall2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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if (_editor_selection_points.size() == 0) {
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return false;
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}
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return Geometry::is_point_in_polygon(p_point, _editor_selection_points);
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}
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bool TiledWall2D::_edit_use_rect() const {
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return true;
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}
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Rect2 TiledWall2D::_edit_get_rect() const {
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return get_rect();
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}
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#endif
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void TiledWall2D::refresh() {
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if (!is_inside_tree()) {
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return;
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}
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clear_mesh();
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if (!_data.is_valid()) {
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return;
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}
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if (_mesh_rid == RID()) {
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_mesh_rid = RenderingServer::get_singleton()->mesh_create();
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}
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Ref<Prop2DMaterialCache> old_cache;
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old_cache = _cache;
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_cache = Prop2DCache::get_singleton()->tiled_wall_material_cache_get(_data);
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if (old_cache.is_valid() && old_cache != _cache) {
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Prop2DCache::get_singleton()->tiled_wall_material_cache_unref(old_cache);
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}
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if (!_cache->get_initialized()) {
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_cache->mutex_lock();
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//An anouther thread could have initialized it before wo got the mutex!
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if (!_cache->get_initialized()) {
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//can only be called from the main thread!
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_cache->initial_setup_default();
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_data->setup_cache(_cache);
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_cache->refresh_rects();
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}
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_cache->mutex_unlock();
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}
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Ref<Material> mat = _cache->material_get();
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if (mat != get_material()) {
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set_material(mat);
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}
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Ref<Texture> tex = _cache->texture_get_merged();
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if (tex.is_valid()) {
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_texture_rid = tex->get_rid();
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} else {
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_texture_rid = RID();
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}
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generate_mesh();
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}
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void TiledWall2D::generate_mesh() {
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if (!_data.is_valid()) {
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update();
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return;
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}
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if (!_cache.is_valid()) {
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update();
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return;
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}
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_mesher->add_tiled_wall_simple(_width, _height, _mesh_transform, _data, _cache);
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_mesher->bake_colors();
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_rect = _mesher->calculate_rect();
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_mesh_array = _mesher->build_mesh();
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if (_mesh_array.size() != Mesh::ARRAY_MAX) {
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update();
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return;
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}
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PoolVector<Vector2> vertices = _mesh_array[Mesh::ARRAY_VERTEX];
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#ifdef TOOLS_ENABLED
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Vector<Vector2> editor_point_vertices;
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editor_point_vertices.resize(vertices.size());
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for (int i = 0; i < vertices.size(); ++i) {
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editor_point_vertices.set(i, vertices[i]);
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}
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_editor_selection_points = Geometry::convex_hull_2d(editor_point_vertices);
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#endif
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if (vertices.size() == 0) {
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update();
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return;
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}
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RenderingServer::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, _mesh_array);
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_aabb.size = Vector3(_width, _height, 0);
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update();
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}
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void TiledWall2D::clear_mesh() {
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_mesher->reset();
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_aabb = AABB();
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_mesh_array.clear();
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if (_mesh_rid != RID()) {
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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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void TiledWall2D::free_mesh() {
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if (_mesh_rid != RID()) {
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RS::get_singleton()->free(_mesh_rid);
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_mesh_rid = RID();
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}
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}
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void TiledWall2D::draw() {
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if (_mesh_rid == RID()) {
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return;
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}
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RenderingServer::get_singleton()->canvas_item_add_mesh(get_canvas_item(), _mesh_rid, get_transform(), Color(1, 1, 1, 1), _texture_rid, RID());
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}
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TiledWall2D::TiledWall2D() {
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_width = 1;
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_height = 1;
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_mesher.instance();
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//_mesher->set_build_flags(Prop2DMesher::BUILD_FLAG_USE_LIGHTING | Prop2DMesher::BUILD_FLAG_USE_AO | Prop2DMesher::BUILD_FLAG_USE_RAO | Prop2DMesher::BUILD_FLAG_BAKE_LIGHTS);
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}
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TiledWall2D::~TiledWall2D() {
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_data.unref();
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_cache.unref();
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_mesher.unref();
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free_mesh();
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}
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void TiledWall2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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refresh();
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break;
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}
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case NOTIFICATION_EXIT_TREE: {
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break;
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}
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case NOTIFICATION_TRANSFORM_CHANGED: {
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break;
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}
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case NOTIFICATION_DRAW: {
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draw();
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}
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}
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}
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void TiledWall2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_width"), &TiledWall2D::get_width);
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ClassDB::bind_method(D_METHOD("set_width", "value"), &TiledWall2D::set_width);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "width"), "set_width", "get_width");
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ClassDB::bind_method(D_METHOD("get_heigth"), &TiledWall2D::get_heigth);
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ClassDB::bind_method(D_METHOD("set_heigth", "value"), &TiledWall2D::set_heigth);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_heigth", "get_heigth");
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ClassDB::bind_method(D_METHOD("get_data"), &TiledWall2D::get_data);
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ClassDB::bind_method(D_METHOD("set_data", "value"), &TiledWall2D::set_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "data", PROPERTY_HINT_RESOURCE_TYPE, "TiledWall2DData"), "set_data", "get_data");
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ClassDB::bind_method(D_METHOD("get_mesh_transform"), &TiledWall2D::get_mesh_transform);
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ClassDB::bind_method(D_METHOD("set_mesh_transform", "value"), &TiledWall2D::set_mesh_transform);
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform"), "set_mesh_transform", "get_mesh_transform");
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//ADD_GROUP("Collision", "collision_");
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//ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
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//ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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ClassDB::bind_method(D_METHOD("refresh"), &TiledWall2D::refresh);
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ClassDB::bind_method(D_METHOD("generate_mesh"), &TiledWall2D::generate_mesh);
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ClassDB::bind_method(D_METHOD("clear_mesh"), &TiledWall2D::clear_mesh);
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ClassDB::bind_method(D_METHOD("free_mesh"), &TiledWall2D::free_mesh);
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}
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