mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-18 18:06:56 +01:00
97 lines
3.0 KiB
Markdown
97 lines
3.0 KiB
Markdown
# Props Module
|
|
|
|
This is a c++ engine module for the Godot Engine.
|
|
|
|
It gives you props, and editor utilities to convert scenes to props.
|
|
|
|
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
|
|
check whether it works from time to time.
|
|
|
|
# Pre-built binaries
|
|
|
|
You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
|
|
repo, should you want to. It contains all my modules.
|
|
|
|
# Optional Dependencies
|
|
|
|
[Mesh Data Resource](https://github.com/Relintai/mesh_data_resource): Support for merged meshes, even in gles2.\
|
|
[Texture Packer](https://github.com/Relintai/texture_packer): Prop Instance will use this to merge textures.\
|
|
[Thread Pool](https://github.com/Relintai/thread_pool): Prop Instance will use this for multithreaded generation.
|
|
|
|
# PropData
|
|
|
|
Props are basicly 3D scenes in a simple format, so other things can easily process them without instancing.
|
|
|
|
For example if you create a building from MeshDataInstances, and then convert that scene to a prop, Voxelman
|
|
can spawn it, merge it's meshes, and create lods without any scene instancing.
|
|
|
|
PropData is the main class you'll use, it's main purpose it to store a list of PropDataEntries.
|
|
|
|
# PropDataEntries
|
|
|
|
These are the classes that actually store data.
|
|
|
|
They contain 4 methods for scene->prop conversion, namely:
|
|
|
|
```
|
|
//Whether or not this PropDataEntry can process the given Node.
|
|
virtual bool _processor_handles(Node *node);
|
|
|
|
//Save the given Node into the given prop_data any way you like, at tranform.
|
|
virtual void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
|
|
|
|
//Turn PropDataEntry back into a Node
|
|
virtual Node *_processor_get_node_for(const Transform &transform);
|
|
|
|
//Whether the system should skip evaluating the children of a processes Node or not. See PropDataScene, or PropDataProp.
|
|
virtual bool _processor_evaluate_children();
|
|
```
|
|
|
|
# PropInstances
|
|
|
|
PropInstances are not yet finished.
|
|
|
|
They will be able to merge meshes, texture etc from a Prop, and also generate lods for it.
|
|
|
|
Essentially they will be a more advanced MeshInstance.
|
|
|
|
Voxelman implements all of this, just haven't finished porting it yet.
|
|
|
|
# PropUtils Singleton
|
|
|
|
The PropUtils singleton helps with scene->prop conversion.
|
|
|
|
You can register new PropDataEntries as processors, should you need to.
|
|
|
|
# Scene conversion
|
|
|
|
You can either click the new "To Prop" button on the menubar of the 3D scene for a quick conversion,
|
|
or look into Project->Tools.
|
|
|
|
# Building
|
|
|
|
1. Get the source code for the engine.
|
|
|
|
If you want Godot 3.2:
|
|
```git clone -b 3.2 https://github.com/godotengine/godot.git godot```
|
|
|
|
If you want Godot 4.0:
|
|
```git clone https://github.com/godotengine/godot.git godot```
|
|
|
|
|
|
2. Go into Godot's modules directory.
|
|
|
|
```
|
|
cd ./godot/modules/
|
|
```
|
|
|
|
3. Clone this repository
|
|
|
|
```
|
|
git clone https://github.com/Relintai/props props
|
|
```
|
|
|
|
4. Build Godot. [Tutorial](https://docs.godotengine.org/en/latest/development/compiling/index.html)
|
|
|
|
|