mirror of
https://github.com/Relintai/pandemonium_engine.git
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96 lines
2.9 KiB
Markdown
96 lines
2.9 KiB
Markdown
# Props Module
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This is a c++ engine module for the Godot Engine.
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It gives you props, and editor utilities to convert scenes to props.
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It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
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check whether it works from time to time.
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# Pre-built binaries
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You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
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repo, should you want to. It contains all my modules.
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# Optional Dependencies
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[Mesh Data Resource](https://github.com/Relintai/mesh_data_resource): Support for merged meshes, even in gles2.\
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[Texture Packer](https://github.com/Relintai/texture_packer): Prop Instance will use this to merge textures.
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# PropData
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Props are basicly 3D scenes in a simple format, so other things can easily process them without instancing.
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For example if you create a building from MeshDataInstances, and then convert that scene to a prop, Voxelman
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can spawn it, merge it's meshes, and create lods without any scene instancing.
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PropData is the main class you'll use, it's main purpose it to store a list of PropDataEntries.
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# PropDataEntries
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These are the classes that actually store data.
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They contain 4 methods for scene->prop conversion, namely:
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```
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//Whether or not this PropDataEntry can process the given Node.
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virtual bool _processor_handles(Node *node);
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//Save the given Node into the given prop_data any way you like, at tranform.
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virtual void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
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//Turn PropDataEntry back into a Node
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virtual Node *_processor_get_node_for(const Transform &transform);
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//Whether the system should skip evaluating the children of a processes Node or not. See PropDataScene, or PropDataProp.
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virtual bool _processor_evaluate_children();
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```
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# PropInstances
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PropInstances are not yet finished.
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They will be able to merge meshes, texture etc from a Prop, and also generate lods for it.
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Essentially they will be a more advanced MeshInstance.
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Voxelman implements all of this, just haven't finished porting it yet.
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# PropUtils Singleton
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The PropUtils singleton helps with scene->prop conversion.
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You can register new PropDataEntries as processors, should you need to.
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# Scene conversion
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You can either click the new "To Prop" button on the menubar of the 3D scene for a quick conversion,
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or look into Project->Tools.
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# Building
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1. Get the source code for the engine.
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If you want Godot 3.2:
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```git clone -b 3.2 https://github.com/godotengine/godot.git godot```
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If you want Godot 4.0:
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```git clone https://github.com/godotengine/godot.git godot```
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2. Go into Godot's modules directory.
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```
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cd ./godot/modules/
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```
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3. Clone this repository
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```
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git clone https://github.com/Relintai/props props
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```
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4. Build Godot. [Tutorial](https://docs.godotengine.org/en/latest/development/compiling/index.html)
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