mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
synced 2024-12-28 18:57:15 +01:00
70 lines
2.2 KiB
Markdown
70 lines
2.2 KiB
Markdown
|
# Mesh data resource Module
|
||
|
|
||
|
A c++ Godot engine module, that adds a resource, which contains raw mesh data for merging and collider information.
|
||
|
|
||
|
The module also comes with importers (gltf, and collada for now), you can import 3d models as MeshDataResources with these.
|
||
|
|
||
|
## Optional Dependencies
|
||
|
|
||
|
`https://github.com/Relintai/props`: If present, you also get a prop importer for MeshDataInstances.
|
||
|
`https://github.com/Relintai/mesh_utils`: If present, you get mesh simplification/optimization options at import.
|
||
|
|
||
|
## 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.
|
||
|
|
||
|
## MeshDataResource
|
||
|
|
||
|
The resource that holds mesh and collider data.
|
||
|
|
||
|
## MeshDataResourceCollection
|
||
|
|
||
|
Holds a list of MeshDataResources.
|
||
|
|
||
|
## MeshDataInstance
|
||
|
|
||
|
You can easily put MeshDataResources into the scene with these. They are equivalent to MeshInstances, except they work
|
||
|
with MeshDataResources.
|
||
|
|
||
|
## Importers
|
||
|
|
||
|
In order to import a 3d model as a MeshDataResource, select the model, go to the import tab, and switch the import type to `<type> MDR`. Like:
|
||
|
|
||
|
![Import Tab](screenshots/import.png)
|
||
|
|
||
|
If you set the import type to single, the importers will convert the first model that they encounter into a MeshDataResource, then save that,
|
||
|
if you set it to multiple, you get a MeshDataResourceCollection as the main resource, and also all encountered models as files separately.
|
||
|
|
||
|
Since MeshDataResource can hold collider information, these importers can create this for you. There are quite a few options for it:
|
||
|
|
||
|
![Colliders](screenshots/import_2.png)
|
||
|
|
||
|
## 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```
|
||
|
|
||
|
[last tested commit for 4.0](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)
|
||
|
|
||
|
2. Go into Godot's modules directory.
|
||
|
|
||
|
```
|
||
|
cd ./godot/modules/
|
||
|
```
|
||
|
|
||
|
3. Clone this repository
|
||
|
|
||
|
```
|
||
|
git clone https://github.com/Relintai/mesh_data_resource mesh_data_resource
|
||
|
```
|
||
|
|
||
|
4. Build Godot. [Tutorial](https://docs.godotengine.org/en/latest/development/compiling/index.html)
|
||
|
|
||
|
|