Cleaned up prop instance job and prop instance merger. All the necessary logic (for the time being) is there. It still needs some fixes though.

This commit is contained in:
Relintai 2021-05-21 15:33:29 +02:00
parent 688499cca0
commit 0eee4dba90
4 changed files with 380 additions and 69 deletions

View File

@ -19,6 +19,8 @@
#include "servers/rendering_server.h"
typedef class RenderingServer VS;
#define GET_WORLD get_world_3d
#else
#include "core/engine.h"
@ -31,6 +33,8 @@ typedef class RenderingServer VS;
#include "servers/visual_server.h"
#define GET_WORLD get_world
#endif
#if MESH_DATA_RESOURCE_PRESENT
@ -109,25 +113,66 @@ void PropInstanceMerger::materials_set(const Vector<Variant> &materials) {
RID PropInstanceMerger::mesh_get(const int index) {
ERR_FAIL_INDEX_V(index, _meshes.size(), RID());
return _meshes[index];
return _meshes[index].mesh;
}
void PropInstanceMerger::mesh_add(const RID value) {
_meshes.push_back(value);
RID PropInstanceMerger::mesh_instance_get(const int index) {
ERR_FAIL_INDEX_V(index, _meshes.size(), RID());
return _meshes[index].mesh_instance;
}
void PropInstanceMerger::mesh_add(const RID mesh_instance, const RID mesh) {
MeshEntry e;
e.mesh = mesh;
e.mesh_instance = mesh_instance;
_meshes.push_back(e);
}
int PropInstanceMerger::mesh_get_num() const {
return _meshes.size();
}
void PropInstanceMerger::meshs_clear() {
void PropInstanceMerger::meshes_clear() {
_meshes.clear();
}
void PropInstanceMerger::meshes_create(const int num) {
free_meshes();
for (int i = 0; i < num; ++i) {
RID mesh_instance_rid = VS::get_singleton()->instance_create();
if (GET_WORLD().is_valid())
VS::get_singleton()->instance_set_scenario(mesh_instance_rid, GET_WORLD()->get_scenario());
RID mesh_rid = VS::get_singleton()->mesh_create();
VS::get_singleton()->instance_set_base(mesh_instance_rid, mesh_rid);
VS::get_singleton()->instance_set_transform(mesh_instance_rid, get_transform());
if (i != 0)
VS::get_singleton()->instance_set_visible(mesh_instance_rid, false);
MeshEntry e;
e.mesh = mesh_rid;
e.mesh_instance = mesh_instance_rid;
_meshes.push_back(e);
}
}
Vector<Variant> PropInstanceMerger::meshes_get() {
Vector<Variant> r;
for (int i = 0; i < _meshes.size(); i++) {
r.push_back(_meshes[i]);
Array a;
a.push_back(_meshes[i].mesh);
a.push_back(_meshes[i].mesh_instance);
r.push_back(a);
}
return r;
}
@ -136,21 +181,58 @@ void PropInstanceMerger::meshes_set(const Vector<Variant> &meshs) {
_meshes.clear();
for (int i = 0; i < _meshes.size(); i++) {
RID mesh = RID(meshs[i]);
Array arr = Array(meshs[i]);
_meshes.push_back(mesh);
ERR_CONTINUE(arr.size() != 2);
MeshEntry e;
e.mesh = RID(arr[0]);
e.mesh_instance = RID(arr[1]);
_meshes.push_back(e);
}
}
//Collider
RID PropInstanceMerger::collider_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
return _colliders[index];
Transform PropInstanceMerger::collider_local_transform_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), Transform());
return _colliders[index].transform;
}
void PropInstanceMerger::collider_add(const RID value) {
_colliders.push_back(value);
RID PropInstanceMerger::collider_body_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
return _colliders[index].body;
}
Ref<Shape> PropInstanceMerger::collider_shape_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), Ref<Shape>());
return _colliders[index].shape;
}
RID PropInstanceMerger::collider_shape_rid_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
return _colliders[index].shape_rid;
}
int PropInstanceMerger::collider_add(const Transform &local_transform, const Ref<Shape> &shape, const RID &shape_rid, const RID &body) {
ERR_FAIL_COND_V(!shape.is_valid() && shape_rid == RID(), 0);
int index = _colliders.size();
ColliderBody e;
e.transform = local_transform;
e.body = body;
e.shape = shape;
e.shape_rid = shape_rid;
_colliders.push_back(e);
return index;
}
int PropInstanceMerger::collider_get_num() const {
@ -164,7 +246,7 @@ void PropInstanceMerger::colliders_clear() {
Vector<Variant> PropInstanceMerger::colliders_get() {
Vector<Variant> r;
for (int i = 0; i < _colliders.size(); i++) {
r.push_back(_colliders[i]);
r.push_back(_colliders[i].body);
}
return r;
}
@ -175,7 +257,92 @@ void PropInstanceMerger::colliders_set(const Vector<Variant> &colliders) {
for (int i = 0; i < colliders.size(); i++) {
RID collider = (colliders[i]);
_colliders.push_back(collider);
ColliderBody c;
c.body = collider;
_colliders.push_back(c);
}
}
void PropInstanceMerger::debug_mesh_allocate() {
if (_debug_mesh_rid == RID()) {
_debug_mesh_rid = VisualServer::get_singleton()->mesh_create();
}
if (_debug_mesh_instance == RID()) {
_debug_mesh_instance = VisualServer::get_singleton()->instance_create();
if (GET_WORLD().is_valid())
VS::get_singleton()->instance_set_scenario(_debug_mesh_instance, GET_WORLD()->get_scenario());
VS::get_singleton()->instance_set_base(_debug_mesh_instance, _debug_mesh_rid);
VS::get_singleton()->instance_set_transform(_debug_mesh_instance, get_transform());
VS::get_singleton()->instance_set_visible(_debug_mesh_instance, true);
}
}
void PropInstanceMerger::debug_mesh_free() {
if (_debug_mesh_instance != RID()) {
VisualServer::get_singleton()->free(_debug_mesh_instance);
}
if (_debug_mesh_rid != RID()) {
VisualServer::get_singleton()->free(_debug_mesh_rid);
}
}
bool PropInstanceMerger::debug_mesh_has() {
return _debug_mesh_rid != RID();
}
void PropInstanceMerger::debug_mesh_clear() {
if (_debug_mesh_rid != RID()) {
VisualServer::get_singleton()->mesh_clear(_debug_mesh_rid);
}
}
void PropInstanceMerger::debug_mesh_array_clear() {
_debug_mesh_array.resize(0);
}
void PropInstanceMerger::debug_mesh_add_vertices_to(const PoolVector3Array &arr) {
_debug_mesh_array.append_array(arr);
if (_debug_mesh_array.size() % 2 == 1) {
_debug_mesh_array.append(_debug_mesh_array[_debug_mesh_array.size() - 1]);
}
}
void PropInstanceMerger::debug_mesh_send() {
debug_mesh_allocate();
debug_mesh_clear();
if (_debug_mesh_array.size() == 0)
return;
SceneTree *st = SceneTree::get_singleton();
Array arr;
arr.resize(VisualServer::ARRAY_MAX);
arr[VisualServer::ARRAY_VERTEX] = _debug_mesh_array;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(_debug_mesh_rid, VisualServer::PRIMITIVE_LINES, arr);
if (st) {
VisualServer::get_singleton()->mesh_surface_set_material(_debug_mesh_rid, 0, SceneTree::get_singleton()->get_debug_collision_material()->get_rid());
}
debug_mesh_array_clear();
}
void PropInstanceMerger::draw_debug_mdr_colliders() {
if (!debug_mesh_has()) {
debug_mesh_allocate();
}
for (int i = 0; i < collider_get_num(); ++i) {
Ref<Shape> shape = collider_shape_get(i);
if (!shape.is_valid())
continue;
Transform t = collider_local_transform_get(i);
shape->add_vertices_to_array(_debug_mesh_array, t);
}
}
@ -194,8 +361,30 @@ void PropInstanceMerger::set_lod_reduction_distance_squared(const float dist) {
}
void PropInstanceMerger::free_meshes() {
RID rid;
for (int i = 0; i < _meshes.size(); ++i) {
MeshEntry &e = _meshes.write[i];
if (e.mesh_instance != rid) {
VS::get_singleton()->free(e.mesh_instance);
}
if (e.mesh != rid) {
VS::get_singleton()->free(e.mesh);
}
e.mesh_instance = rid;
e.mesh = rid;
}
}
void PropInstanceMerger::free_colliders() {
for (int i = 0; i < _colliders.size(); ++i) {
PhysicsServer::get_singleton()->free(_colliders[i].body);
_colliders.write[i].body = RID();
}
}
void PropInstanceMerger::_init_materials() {
@ -233,7 +422,6 @@ void PropInstanceMerger::_build() {
_job->set_texture_packer(packer);
#endif
for (int i = 0; i < get_child_count(); ++i) {
Node *n = get_child(i);
@ -366,6 +554,11 @@ void PropInstanceMerger::_notification(int p_what) {
if (_prop_data.is_valid()) {
build();
}
set_physics_process_internal(true);
set_process_internal(true);
break;
}
case NOTIFICATION_EXIT_TREE: {
if (_job.is_valid()) {
@ -374,6 +567,29 @@ void PropInstanceMerger::_notification(int p_what) {
free_meshes();
free_colliders();
break;
}
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
//todo turn this on and off properly
if (_building) {
if (_job->get_build_phase_type() == PropInstanceJob::BUILD_PHASE_TYPE_PHYSICS_PROCESS) {
_job->physics_process(get_physics_process_delta_time());
}
}
break;
}
case NOTIFICATION_INTERNAL_PROCESS: {
//todo turn this on and off properly
if (_building) {
if (_job->get_build_phase_type() == PropInstanceJob::BUILD_PHASE_TYPE_PROCESS) {
_job->process(get_process_delta_time());
}
}
break;
}
}
}
@ -401,23 +617,34 @@ void PropInstanceMerger::_bind_methods() {
//Meshes
ClassDB::bind_method(D_METHOD("mesh_get", "index"), &PropInstanceMerger::mesh_get);
ClassDB::bind_method(D_METHOD("mesh_add", "value"), &PropInstanceMerger::mesh_add);
ClassDB::bind_method(D_METHOD("mesh_instance_get", "index"), &PropInstanceMerger::mesh_instance_get);
ClassDB::bind_method(D_METHOD("mesh_add", "mesh_instance", "mesh"), &PropInstanceMerger::mesh_add);
ClassDB::bind_method(D_METHOD("mesh_get_num"), &PropInstanceMerger::mesh_get_num);
ClassDB::bind_method(D_METHOD("meshs_clear"), &PropInstanceMerger::meshs_clear);
ClassDB::bind_method(D_METHOD("meshes_clear"), &PropInstanceMerger::meshes_clear);
ClassDB::bind_method(D_METHOD("meshes_get"), &PropInstanceMerger::meshes_get);
ClassDB::bind_method(D_METHOD("meshes_set"), &PropInstanceMerger::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"), &PropInstanceMerger::collider_get);
ClassDB::bind_method(D_METHOD("collider_add", "value"), &PropInstanceMerger::collider_add);
ClassDB::bind_method(D_METHOD("collider_local_transform_get", "index"), &PropInstanceMerger::collider_local_transform_get);
ClassDB::bind_method(D_METHOD("collider_body_get", "index"), &PropInstanceMerger::collider_body_get);
ClassDB::bind_method(D_METHOD("collider_shape_get", "index"), &PropInstanceMerger::collider_shape_get);
ClassDB::bind_method(D_METHOD("collider_shape_rid_get", "index"), &PropInstanceMerger::collider_shape_rid_get);
ClassDB::bind_method(D_METHOD("collider_add", "local_transform", "shape", "shape_rid", "body"), &PropInstanceMerger::collider_add);
ClassDB::bind_method(D_METHOD("collider_get_num"), &PropInstanceMerger::collider_get_num);
ClassDB::bind_method(D_METHOD("colliders_clear"), &PropInstanceMerger::colliders_clear);
ClassDB::bind_method(D_METHOD("meshes_create", "num"), &PropInstanceMerger::meshes_create);
ClassDB::bind_method(D_METHOD("colliders_get"), &PropInstanceMerger::colliders_get);
ClassDB::bind_method(D_METHOD("colliders_set"), &PropInstanceMerger::colliders_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "colliders", PROPERTY_HINT_NONE, "", 0), "colliders_set", "colliders_get");
//Colliders
ClassDB::bind_method(D_METHOD("debug_mesh_allocate"), &PropInstanceMerger::debug_mesh_allocate);
ClassDB::bind_method(D_METHOD("debug_mesh_free"), &PropInstanceMerger::debug_mesh_free);
ClassDB::bind_method(D_METHOD("debug_mesh_has"), &PropInstanceMerger::debug_mesh_has);
ClassDB::bind_method(D_METHOD("debug_mesh_clear"), &PropInstanceMerger::debug_mesh_clear);
ClassDB::bind_method(D_METHOD("debug_mesh_array_clear"), &PropInstanceMerger::debug_mesh_array_clear);
ClassDB::bind_method(D_METHOD("debug_mesh_add_vertices_to", "arr"), &PropInstanceMerger::debug_mesh_add_vertices_to);
ClassDB::bind_method(D_METHOD("debug_mesh_send"), &PropInstanceMerger::debug_mesh_send);
ClassDB::bind_method(D_METHOD("draw_debug_mdr_colliders"), &PropInstanceMerger::draw_debug_mdr_colliders);
//---
ClassDB::bind_method(D_METHOD("get_first_lod_distance_squared"), &PropInstanceMerger::get_first_lod_distance_squared);

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@ -66,22 +66,37 @@ public:
//Meshes
RID mesh_get(const int index);
void mesh_add(const RID value);
RID mesh_instance_get(const int index);
void mesh_add(const RID mesh_instance, const RID mesh);
int mesh_get_num() const;
void meshs_clear();
void meshes_clear();
void meshes_create(const int num);
Vector<Variant> meshes_get();
void meshes_set(const Vector<Variant> &meshes);
//Colliders
RID collider_get(const int index);
void collider_add(const RID value);
Transform collider_local_transform_get(const int index);
RID collider_body_get(const int index);
Ref<Shape> collider_shape_get(const int index);
RID collider_shape_rid_get(const int index);
int collider_add(const Transform &local_transform, const Ref<Shape> &shape, const RID &shape_rid, const RID &body);
int collider_get_num() const;
void colliders_clear();
Vector<Variant> colliders_get();
void colliders_set(const Vector<Variant> &colliders);
//Debug
void debug_mesh_allocate();
void debug_mesh_free();
bool debug_mesh_has();
void debug_mesh_clear();
void debug_mesh_array_clear();
void debug_mesh_add_vertices_to(const PoolVector3Array &arr);
void debug_mesh_send();
void draw_debug_mdr_colliders();
float get_first_lod_distance_squared();
void set_first_lod_distance_squared(const float dist);
@ -105,6 +120,19 @@ protected:
void _notification(int p_what);
static void _bind_methods();
protected:
struct ColliderBody {
Transform transform;
RID body;
Ref<Shape> shape;
RID shape_rid;
};
struct MeshEntry {
RID mesh;
RID mesh_instance;
};
private:
Ref<PropData> _prop_data;
@ -118,11 +146,16 @@ private:
#endif
Vector<Ref<Material> > _materials;
Vector<RID> _meshes;
Vector<RID> _colliders;
Vector<MeshEntry> _meshes;
Vector<ColliderBody> _colliders;
float _first_lod_distance_squared;
float _lod_reduction_distance_squared;
//debug
RID _debug_mesh_rid;
RID _debug_mesh_instance;
PoolVector3Array _debug_mesh_array;
};
#endif

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@ -22,7 +22,16 @@ SOFTWARE.
#include "prop_instance_prop_job.h"
#include "core/version.h"
#if VERSION_MAYOR > 3
#define GET_WORLD get_world_3d
#else
#define GET_WORLD get_world
#endif
#include "prop_instance.h"
#include "prop_instance_merger.h"
#include "prop_mesher.h"
#ifdef MESH_DATA_RESOURCE_PRESENT
@ -53,14 +62,14 @@ void PropInstancePropJob::set_texture_packer(const Ref<TexturePacker> &packer) {
}
#endif
PropInstance *PropInstancePropJob::get_prop_instace() {
PropInstanceMerger *PropInstancePropJob::get_prop_instace() {
return _prop_instace;
}
void PropInstancePropJob::set_prop_instace(PropInstance *prop) {
void PropInstancePropJob::set_prop_instace(PropInstanceMerger *prop) {
_prop_instace = prop;
}
void PropInstancePropJob::set_prop_instace_bind(Node *prop) {
set_prop_instace(Object::cast_to<PropInstance>(prop));
set_prop_instace(Object::cast_to<PropInstanceMerger>(prop));
}
Ref<PropMesher> PropInstancePropJob::get_prop_mesher() const {
@ -85,19 +94,28 @@ void PropInstancePropJob::clear_meshes() {
#endif
void PropInstancePropJob::phase_physics_process() {
/*
Ref<TerraChunkDefault> chunk = _chunk;
//TODO this should only update the differences
for (int i = 0; i < chunk->collider_get_count(); ++i) {
PhysicsServer::get_singleton()->free(chunk->collider_get_body(i));
for (int i = 0; i < _prop_instace->collider_get_num(); ++i) {
PhysicsServer::get_singleton()->free(_prop_instace->collider_body_get(i));
}
chunk->colliders_clear();
_prop_instace->colliders_clear();
#ifdef MESH_DATA_RESOURCE_PRESENT
for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
for (int i = 0; i < _prop_mesh_datas.size(); ++i) {
PMDREntry &e = _prop_mesh_datas.write[i];
Ref<PropDataMeshData> pe = e.mesh_data;
ERR_CONTINUE(!pe.is_valid());
Ref<MeshDataResource> mdr = pe->get_mesh();
ERR_CONTINUE(!mdr.is_valid());
Transform t = pe->get_transform();
t *= e.base_transform;
for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
Ref<Shape> shape = mdr->get_collision_shape(j);
@ -109,7 +127,7 @@ void PropInstancePropJob::phase_physics_process() {
RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
Transform transform = chunk->mesh_data_resource_get_transform(i);
Transform transform = t;
transform *= offset;
PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());
@ -118,24 +136,24 @@ void PropInstancePropJob::phase_physics_process() {
PhysicsServer::get_singleton()->body_set_collision_layer(body, 1);
PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) {
Ref<World> world = chunk->get_voxel_world()->GET_WORLD();
if (_prop_instace->is_inside_tree() && _prop_instace->is_inside_world()) {
Ref<World> world = _prop_instace->GET_WORLD();
if (world.is_valid() && world->get_space() != RID()) {
PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
}
}
PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, chunk->get_transform() * transform);
PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, _prop_instace->get_transform() * transform);
chunk->collider_add(transform, shape, shape->get_rid(), body);
_prop_instace->collider_add(transform, shape, shape->get_rid(), body);
}
}
#endif
#if TOOLS_ENABLED
if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) {
chunk->draw_debug_mdr_colliders();
if (SceneTree::get_singleton()->is_debugging_collisions_hint() && _prop_instace->collider_get_num() > 0) {
_prop_instace->draw_debug_mdr_colliders();
}
#endif
@ -145,32 +163,45 @@ void PropInstancePropJob::phase_physics_process() {
void PropInstancePropJob::phase_prop() {
#ifdef MESH_DATA_RESOURCE_PRESENT
Ref<TerraChunkDefault> chunk = _chunk;
if (!get_prop_mesher().is_valid()) {
if (!_prop_mesher.is_valid()) {
set_complete(true); //So threadpool knows it's done
next_job();
return;
}
if (should_do()) {
if (chunk->mesh_data_resource_get_count() == 0) {
if (_prop_mesh_datas.size() == 0) {
set_complete(true); //So threadpool knows it's done
next_job();
return;
}
for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
if (chunk->mesh_data_resource_get_is_inside(i)) {
get_prop_mesher()->add_mesh_data_resource_transform(chunk->mesh_data_resource_get(i), chunk->mesh_data_resource_get_transform(i), chunk->mesh_data_resource_get_uv_rect(i));
for (int i = 0; i < _prop_mesh_datas.size(); ++i) {
PMDREntry &e = _prop_mesh_datas.write[i];
Ref<PropDataMeshData> pmd = e.mesh_data;
Ref<MeshDataResource> mesh = pmd->get_mesh();
Ref<Texture> tex = pmd->get_texture();
Transform t = pmd->get_transform();
t *= e.base_transform;
Rect2 uvr = Rect2(0, 0, 1, 1);
if (_texture_packer.is_valid() && tex.is_valid()) {
Ref<AtlasTexture> at = _texture_packer->get_texture(tex);
if (at.is_valid()) {
uvr = at->get_region();
}
}
get_prop_mesher()->add_mesh_data_resource_transform(mesh, t, uvr);
}
if (get_prop_mesher()->get_vertex_count() == 0) {
//reset_stages();
set_complete(true); //So threadpool knows it's done
next_job();
return;
}
@ -179,16 +210,20 @@ void PropInstancePropJob::phase_prop() {
}
}
/*
if (should_do()) {
if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
get_prop_mesher()->bake_colors(_chunk);
_prop_mesher->bake_colors(_chunk);
}
if (should_return()) {
return;
}
}
*/
/*
//lights should be added here by the prop instance preemtively
//Also this system should use it's own lights
if (should_do()) {
if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
TerraWorldDefault *world = Object::cast_to<TerraWorldDefault>(chunk->get_voxel_world());
@ -226,6 +261,7 @@ void PropInstancePropJob::phase_prop() {
return;
}
}
*/
if (get_prop_mesher()->get_vertex_count() != 0) {
if (should_do()) {
@ -236,9 +272,14 @@ void PropInstancePropJob::phase_prop() {
}
}
RID mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 0);
if (should_do()) {
if (_prop_instace->mesh_get_num() == 0) {
_prop_instace->meshes_create(1);
}
RID mesh_rid = _prop_instace->mesh_get(0);
/*
if (mesh_rid == RID()) {
if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_CREATE_LODS) != 0)
chunk->meshes_create(TerraChunkDefault::MESH_INDEX_PROP, chunk->get_lod_num() + 1);
@ -246,7 +287,7 @@ void PropInstancePropJob::phase_prop() {
chunk->meshes_create(TerraChunkDefault::MESH_INDEX_PROP, 1);
mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 0);
}
}*/
if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
#if !GODOT4
@ -262,16 +303,22 @@ void PropInstancePropJob::phase_prop() {
if (should_do()) {
RID mesh_rid = _prop_instace->mesh_get(0);
VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->prop_material_get(0).is_valid())
VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, chunk->get_library()->prop_material_get(0)->get_rid());
Ref<Material> mat = _prop_instace->material_get(0);
if (mat.is_valid())
VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, mat->get_rid());
if (should_return()) {
return;
}
}
/*
//skip lod generation for now
if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_CREATE_LODS) != 0) {
if (should_do()) {
@ -357,10 +404,11 @@ void PropInstancePropJob::phase_prop() {
}
#endif
}
*/
}
#endif
*/
set_complete(true); //So threadpool knows it's done
finished();
}
@ -417,6 +465,8 @@ void PropInstancePropJob::_reset() {
PropInstancePropJob::PropInstancePropJob() {
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
_prop_instace = NULL;
}
PropInstancePropJob::~PropInstancePropJob() {

View File

@ -31,6 +31,7 @@ class TexturePacker;
class PropMesher;
class PropInstance;
class PropInstanceMerger;
#if MESH_DATA_RESOURCE_PRESENT
class PropDataMeshData;
@ -45,8 +46,8 @@ public:
void set_texture_packer(const Ref<TexturePacker> &packer);
#endif
PropInstance *get_prop_instace();
void set_prop_instace(PropInstance *prop);
PropInstanceMerger *get_prop_instace();
void set_prop_instace(PropInstanceMerger *prop);
void set_prop_instace_bind(Node *prop);
Ref<PropMesher> get_prop_mesher() const;
@ -82,7 +83,7 @@ protected:
Ref<TexturePacker> _texture_packer;
#endif
Ref<PropMesher> _prop_mesher;
PropInstance *_prop_instace;
PropInstanceMerger *_prop_instace;
#if MESH_DATA_RESOURCE_PRESENT
Vector<PMDREntry> _prop_mesh_datas;