props/prop_instance.cpp

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#include "prop_instance.h"
#include "../mesh_data_resource/nodes/mesh_data_instance.h"
//#include "../thread_pool/thread_pool.h"
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#include "core/version.h"
#if VERSION_MAJOR > 3
#include "core/config/engine.h"
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#define VARIANT_ARRAY_GET(arr) \
Vector<Variant> r; \
for (int i = 0; i < arr.size(); i++) { \
r.push_back(arr[i]); \
} \
return r;
#include "servers/rendering_server.h"
typedef class RenderingServer VS;
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#else
#include "core/engine.h"
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#define VARIANT_ARRAY_GET(arr) \
Vector<Variant> r; \
for (int i = 0; i < arr.size(); i++) { \
r.push_back(arr[i].get_ref_ptr()); \
} \
return r;
#include "servers/visual_server.h"
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#endif
#if MESH_DATA_RESOURCE_PRESENT
//define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling,
//but not when included from here.
#define PROPS_PRESENT 1
#include "../mesh_data_resource/props/prop_data_mesh_data.h"
#endif
#include "./props/prop_data_entry.h"
#include "./props/prop_data_light.h"
#include "./props/prop_data_prop.h"
#include "./props/prop_data_scene.h"
Ref<PropData> PropInstance::get_prop_data() {
return _prop_data;
}
void PropInstance::set_prop_data(const Ref<PropData> &data) {
if (_prop_data == data)
return;
_prop_data = data;
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queue_build();
}
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Ref<PropInstanceJob> PropInstance::get_job() {
return _job;
}
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void PropInstance::set_job(const Ref<PropInstanceJob> &job) {
_job = job;
}
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#ifdef TEXTURE_PACKER_PRESENT
bool PropInstance::get_merge_textures() const {
return _merge_textures;
}
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void PropInstance::set_merge_textures(const bool value) {
_merge_textures = value;
}
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#endif
//Materials
Ref<Material> PropInstance::material_get(const int index) {
ERR_FAIL_INDEX_V(index, _materials.size(), Ref<Material>(NULL));
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return _materials[index];
}
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void PropInstance::material_add(const Ref<Material> &value) {
ERR_FAIL_COND(!value.is_valid());
_materials.push_back(value);
}
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int PropInstance::material_get_num() const {
return _materials.size();
}
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void PropInstance::materials_clear() {
_materials.clear();
}
Vector<Variant> PropInstance::materials_get() {
VARIANT_ARRAY_GET(_materials);
}
void PropInstance::materials_set(const Vector<Variant> &materials) {
_materials.clear();
for (int i = 0; i < materials.size(); i++) {
Ref<Material> material = Ref<Material>(materials[i]);
_materials.push_back(material);
}
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}
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//Meshes
RID PropInstance::mesh_get(const int index) {
ERR_FAIL_INDEX_V(index, _meshes.size(), RID());
return _meshes[index];
}
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void PropInstance::mesh_add(const RID value) {
_meshes.push_back(value);
}
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int PropInstance::mesh_get_num() const {
return _meshes.size();
}
void PropInstance::meshs_clear() {
_meshes.clear();
}
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Vector<Variant> PropInstance::meshes_get() {
Vector<Variant> r;
for (int i = 0; i < _meshes.size(); i++) {
r.push_back(_meshes[i]);
}
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return r;
}
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void PropInstance::meshes_set(const Vector<Variant> &meshs) {
_meshes.clear();
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for (int i = 0; i < _meshes.size(); i++) {
RID mesh = RID(meshs[i]);
_meshes.push_back(mesh);
}
}
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//Collider
RID PropInstance::collider_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
return _colliders[index];
}
void PropInstance::collider_add(const RID value) {
_colliders.push_back(value);
}
int PropInstance::collider_get_num() const {
return _colliders.size();
}
void PropInstance::colliders_clear() {
_colliders.clear();
}
Vector<Variant> PropInstance::colliders_get() {
Vector<Variant> r;
for (int i = 0; i < _colliders.size(); i++) {
r.push_back(_colliders[i]);
}
return r;
}
void PropInstance::colliders_set(const Vector<Variant> &colliders) {
_colliders.clear();
for (int i = 0; i < colliders.size(); i++) {
RID collider = (colliders[i]);
_colliders.push_back(collider);
}
}
float PropInstance::get_first_lod_distance_squared() {
return _first_lod_distance_squared;
}
void PropInstance::set_first_lod_distance_squared(const float dist) {
_first_lod_distance_squared = dist;
}
float PropInstance::get_lod_reduction_distance_squared() {
return _lod_reduction_distance_squared;
}
void PropInstance::set_lod_reduction_distance_squared(const float dist) {
_lod_reduction_distance_squared = dist;
}
void PropInstance::free_meshes() {
}
void PropInstance::free_colliders() {
}
void PropInstance::init_materials() {
call("_init_materials");
}
void PropInstance::_init_materials() {
}
void PropInstance::build() {
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_building = true;
_build_queued = false;
if (!_job.is_valid()) {
_job = Ref<PropInstanceJob>(memnew(PropInstancePropJob()));
}
_job->set_prop_instace(this);
if (!is_inside_tree()) {
return;
}
for (int i = 0; i < get_child_count(); ++i) {
Node *n = get_child(i);
//this way we won't delete the user's nodes
if (n->get_owner() == NULL) {
n->queue_delete();
}
}
if (!_prop_data.is_valid())
return;
prop_preprocess(Transform(), _prop_data);
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}
void PropInstance::queue_build() {
}
void PropInstance::build_finished() {
_building = false;
if (_build_queued) {
call_deferred("build");
}
}
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void PropInstance::_build_finished() {
}
void PropInstance::prop_preprocess(Transform transform, const Ref<PropData> &prop) {
ERR_FAIL_COND(!prop.is_valid());
int count = prop->get_prop_count();
for (int i = 0; i < count; ++i) {
Ref<PropDataEntry> e = prop->get_prop(i);
if (!e.is_valid())
continue;
Transform t = transform * e->get_transform();
Ref<PropDataProp> prop_entry_data = e;
if (prop_entry_data.is_valid()) {
Ref<PropData> p = prop_entry_data->get_prop();
if (!p.is_valid())
continue;
prop_preprocess(t, p);
continue;
}
Ref<PropDataScene> scene_data = e;
if (scene_data.is_valid()) {
Ref<PackedScene> sc = scene_data->get_scene();
if (!sc.is_valid())
continue;
Node *n = sc->instance();
add_child(n);
n->set_owner(this);
Spatial *sp = Object::cast_to<Spatial>(n);
if (sp) {
sp->set_transform(t);
}
continue;
}
/*
//Will create a Terralight node, and prop
//PropDataLight could use standard godot light nodes
Ref<PropDataLight> light_data = entry;
if (light_data.is_valid()) {
Ref<VoxelLight> light;
light.instance();
light->set_world_position(wp.x / get_voxel_scale(), wp.y / get_voxel_scale(), wp.z / get_voxel_scale());
light->set_color(light_data->get_light_color());
light->set_size(light_data->get_light_size());
light_add(light);
continue;
}
*/
#if MESH_DATA_RESOURCE_PRESENT
Ref<PropDataMeshData> mesh_data = e;
if (mesh_data.is_valid()) {
Ref<MeshDataResource> mdr = mesh_data->get_mesh();
if (!mdr.is_valid())
continue;
//add to job
//job could merge textures if needed
//chunk->mesh_data_resource_add(t, mdr, mesh_data->get_texture());
continue;
}
#endif
}
}
PropInstance::PropInstance() {
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_build_queued = false;
_building = false;
#ifdef TEXTURE_PACKER_PRESENT
_merge_textures = true;
#endif
_first_lod_distance_squared = 20;
_lod_reduction_distance_squared = 10;
}
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PropInstance::~PropInstance() {
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_job.unref();
_prop_data.unref();
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_materials.clear();
}
void PropInstance::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (_prop_data.is_valid()) {
build();
}
}
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case NOTIFICATION_EXIT_TREE: {
if (_job.is_valid()) {
_job->set_cancelled(true);
}
free_meshes();
free_colliders();
}
}
}
void PropInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_prop_data"), &PropInstance::get_prop_data);
ClassDB::bind_method(D_METHOD("set_prop_data", "value"), &PropInstance::set_prop_data);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData"), "set_prop_data", "get_prop_data");
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ClassDB::bind_method(D_METHOD("get_job"), &PropInstance::get_job);
ClassDB::bind_method(D_METHOD("set_job", "value"), &PropInstance::set_job);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "job", PROPERTY_HINT_RESOURCE_TYPE, "PropInstanceJob", 0), "set_job", "get_job");
#ifdef TEXTURE_PACKER_PRESENT
ClassDB::bind_method(D_METHOD("get_merge_textures"), &PropInstance::get_merge_textures);
ClassDB::bind_method(D_METHOD("set_merge_textures", "value"), &PropInstance::set_merge_textures);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "merge_textures"), "set_merge_textures", "get_merge_textures");
#endif
///Materials
ClassDB::bind_method(D_METHOD("material_get", "index"), &PropInstance::material_get);
ClassDB::bind_method(D_METHOD("material_add", "value"), &PropInstance::material_add);
ClassDB::bind_method(D_METHOD("material_get_num"), &PropInstance::material_get_num);
ClassDB::bind_method(D_METHOD("materials_clear"), &PropInstance::materials_clear);
ClassDB::bind_method(D_METHOD("materials_get"), &PropInstance::materials_get);
ClassDB::bind_method(D_METHOD("materials_set"), &PropInstance::materials_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "17/17:Material", PROPERTY_USAGE_DEFAULT, "Material"), "materials_set", "materials_get");
//Meshes
ClassDB::bind_method(D_METHOD("mesh_get", "index"), &PropInstance::mesh_get);
ClassDB::bind_method(D_METHOD("mesh_add", "value"), &PropInstance::mesh_add);
ClassDB::bind_method(D_METHOD("mesh_get_num"), &PropInstance::mesh_get_num);
ClassDB::bind_method(D_METHOD("meshs_clear"), &PropInstance::meshs_clear);
ClassDB::bind_method(D_METHOD("meshes_get"), &PropInstance::meshes_get);
ClassDB::bind_method(D_METHOD("meshes_set"), &PropInstance::meshes_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "meshes", PROPERTY_HINT_NONE, "", 0), "meshes_set", "meshes_get");
//Colliders
ClassDB::bind_method(D_METHOD("collider_get", "index"), &PropInstance::collider_get);
ClassDB::bind_method(D_METHOD("collider_add", "value"), &PropInstance::collider_add);
ClassDB::bind_method(D_METHOD("collider_get_num"), &PropInstance::collider_get_num);
ClassDB::bind_method(D_METHOD("colliders_clear"), &PropInstance::colliders_clear);
ClassDB::bind_method(D_METHOD("colliders_get"), &PropInstance::colliders_get);
ClassDB::bind_method(D_METHOD("colliders_set"), &PropInstance::colliders_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "colliders", PROPERTY_HINT_NONE, "", 0), "colliders_set", "colliders_get");
//---
ClassDB::bind_method(D_METHOD("get_first_lod_distance_squared"), &PropInstance::get_first_lod_distance_squared);
ClassDB::bind_method(D_METHOD("set_first_lod_distance_squared", "value"), &PropInstance::set_first_lod_distance_squared);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "first_lod_distance_squared"), "set_first_lod_distance_squared", "get_first_lod_distance_squared");
ClassDB::bind_method(D_METHOD("get_lod_reduction_distance_squared"), &PropInstance::get_lod_reduction_distance_squared);
ClassDB::bind_method(D_METHOD("set_lod_reduction_distance_squared", "value"), &PropInstance::set_lod_reduction_distance_squared);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lod_reduction_distance_squared"), "set_lod_reduction_distance_squared", "get_lod_reduction_distance_squared");
//---
ClassDB::bind_method(D_METHOD("free_meshes"), &PropInstance::free_meshes);
ClassDB::bind_method(D_METHOD("free_colliders"), &PropInstance::free_colliders);
//---
BIND_VMETHOD(MethodInfo("_init_materials"));
ClassDB::bind_method(D_METHOD("init_materials"), &PropInstance::init_materials);
ClassDB::bind_method(D_METHOD("_init_materials"), &PropInstance::_init_materials);
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//---
ClassDB::bind_method(D_METHOD("build"), &PropInstance::build);
ClassDB::bind_method(D_METHOD("queue_build"), &PropInstance::queue_build);
ClassDB::bind_method(D_METHOD("build_finished"), &PropInstance::build_finished);
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BIND_VMETHOD(MethodInfo("_build_finished"));
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ClassDB::bind_method(D_METHOD("_build_finished"), &PropInstance::_build_finished);
}