mirror of
https://github.com/Relintai/props.git
synced 2024-11-08 10:02:14 +01:00
Added PropinstancePropJob (copy paste of terraman's prop job), and started reworking PropInstance.
This commit is contained in:
parent
39892b4a7c
commit
669ab8e193
1
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1
SCsub
@ -36,6 +36,7 @@ sources = [
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"prop_instance.cpp",
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"prop_ess_entity.cpp",
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"prop_instance_job.cpp",
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"prop_instance_prop_job.cpp",
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"prop_scene_instance.cpp",
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@ -45,56 +45,16 @@ void PropInstance::set_snap_axis(const Vector3 &value) {
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_snap_axis = value;
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}
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void PropInstance::register_prop_mesh_data_instance(MeshDataInstance *instance) {
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//ERR_FAIL_COND(!ObjectDB::instance_validate(instance));
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_mesh_data_instances.push_back(instance);
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if (_auto_bake)
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queue_bake();
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}
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void PropInstance::unregister_prop_mesh_data_instance(MeshDataInstance *instance) {
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//ERR_FAIL_COND(!ObjectDB::instance_validate(instance));
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_mesh_data_instances.erase(instance);
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if (_auto_bake)
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queue_bake();
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}
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void PropInstance::bake() {
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_baking = true;
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_baking = true;
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_bake_queued = false;
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//_job->clear();
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for (int i = 0; i < _mesh_data_instances.size(); ++i) {
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MeshDataInstance *md = _mesh_data_instances.get(i);
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//ERR_CONTINUE(!ObjectDB::instance_validate(md));
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Ref<MeshDataResource> mdr = md->get_mesh();
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if (!mdr.is_valid())
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continue;
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Transform t = md->get_transform();
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Spatial *sp = Object::cast_to<Spatial>(md->get_parent());
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while (sp) {
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t *= sp->get_transform();
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sp = Object::cast_to<Spatial>(sp->get_parent());
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}
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//_job->add_mesh_instance(t, mdr, md->get_texture());
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if (!_job.is_valid()) {
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_job.instance();
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}
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//if (_job->get_mesh_instance_count() > 0) {
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// ThreadPool::get_singleton()->add_job(_job);
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//}
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_job->set_prop_instace(this);
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}
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void PropInstance::bake_finished() {
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@ -147,6 +107,7 @@ void PropInstance::build() {
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// n->set_owner(get_tree()->get_edited_scene_root());
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}
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}
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}
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PropInstance::PropInstance() {
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@ -158,7 +119,6 @@ PropInstance::PropInstance() {
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//_job->connect("completed", this, "bake_finished", Vector<Variant>(), Object::CONNECT_DEFERRED);
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}
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PropInstance::~PropInstance() {
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_mesh_data_instances.clear();
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//_job.unref();
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_prop_data.unref();
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}
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@ -166,7 +126,9 @@ PropInstance::~PropInstance() {
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void PropInstance::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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build();
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if (_prop_data.is_valid()) {
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build();
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}
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}
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}
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}
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@ -35,7 +35,7 @@ SOFTWARE.
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#include "core/math/vector3.h"
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//#include "prop_instance_job.h"
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#include "prop_instance_prop_job.h"
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#include "props/prop_data.h"
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@ -57,9 +57,6 @@ public:
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Vector3 get_snap_axis() const;
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void set_snap_axis(const Vector3 &value);
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void register_prop_mesh_data_instance(MeshDataInstance *instance);
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void unregister_prop_mesh_data_instance(MeshDataInstance *instance);
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void bake();
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void queue_bake();
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void bake_finished();
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@ -80,8 +77,13 @@ private:
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bool _baking;
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Vector<MeshDataInstance *> _mesh_data_instances;
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//Ref<PropInstanceJob> _job;
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Ref<PropInstancePropJob> _job;
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bool _merge_extures;
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Vector<Ref<Material> > _original_materials;//if !_merge_extures, just use this ?
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static HashMap<Ref<PropData>, Ref<Material> > _material_map;
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};
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#endif
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397
prop_instance_prop_job.cpp
Normal file
397
prop_instance_prop_job.cpp
Normal file
@ -0,0 +1,397 @@
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/*
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Copyright (c) 2019-2021 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "prop_instance_prop_job.h"
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#include "prop_instance.h"
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#include "prop_mesher.h"
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#ifdef MESH_DATA_RESOURCE_PRESENT
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#include "../mesh_data_resource/mesh_data_resource.h"
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#endif
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#ifdef MESH_UTILS_PRESENT
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#include "../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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PropInstance *PropInstancePropJob::get_prop_instace() {
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return _prop_instace;
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}
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void PropInstancePropJob::set_prop_instace(PropInstance *prop) {
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_prop_instace = prop;
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}
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void PropInstancePropJob::set_prop_instace_bind(Node *prop) {
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set_prop_instace(Object::cast_to<PropInstance>(prop));
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}
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Ref<PropMesher> PropInstancePropJob::get_prop_mesher() const {
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return _prop_mesher;
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}
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void PropInstancePropJob::set_prop_mesher(const Ref<PropMesher> &mesher) {
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_prop_mesher = mesher;
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}
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void PropInstancePropJob::phase_physics_process() {
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/*
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Ref<TerraChunkDefault> chunk = _chunk;
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//TODO this should only update the differences
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for (int i = 0; i < chunk->collider_get_count(); ++i) {
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PhysicsServer::get_singleton()->free(chunk->collider_get_body(i));
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}
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chunk->colliders_clear();
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#ifdef MESH_DATA_RESOURCE_PRESENT
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
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for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
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Ref<Shape> shape = mdr->get_collision_shape(j);
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Transform offset = mdr->get_collision_shape_offset(j);
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if (!shape.is_valid()) {
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continue;
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}
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RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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Transform transform = chunk->mesh_data_resource_get_transform(i);
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transform *= offset;
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PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());
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//TODO store the layer mask somewhere
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PhysicsServer::get_singleton()->body_set_collision_layer(body, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
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if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) {
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Ref<World> world = chunk->get_voxel_world()->GET_WORLD();
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if (world.is_valid() && world->get_space() != RID()) {
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PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
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}
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}
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PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, chunk->get_transform() * transform);
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chunk->collider_add(transform, shape, shape->get_rid(), body);
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}
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}
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#endif
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#if TOOLS_ENABLED
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if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) {
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chunk->draw_debug_mdr_colliders();
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}
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#endif
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set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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next_phase();
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}
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void PropInstancePropJob::phase_prop() {
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#ifdef MESH_DATA_RESOURCE_PRESENT
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Ref<TerraChunkDefault> chunk = _chunk;
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if (!get_prop_mesher().is_valid()) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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if (should_do()) {
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if (chunk->mesh_data_resource_get_count() == 0) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (chunk->mesh_data_resource_get_is_inside(i)) {
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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));
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}
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}
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if (get_prop_mesher()->get_vertex_count() == 0) {
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//reset_stages();
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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get_prop_mesher()->bake_colors(_chunk);
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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TerraWorldDefault *world = Object::cast_to<TerraWorldDefault>(chunk->get_voxel_world());
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if (world) {
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (!chunk->mesh_data_resource_get_is_inside(i)) {
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Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
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ERR_CONTINUE(!mdr.is_valid());
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Transform trf = chunk->mesh_data_resource_get_transform(i);
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Array arr = mdr->get_array();
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if (arr.size() <= Mesh::ARRAY_VERTEX) {
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continue;
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}
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PoolVector3Array varr = arr[Mesh::ARRAY_VERTEX];
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if (varr.size() == 0) {
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continue;
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}
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PoolColorArray carr = world->get_vertex_colors(trf, varr);
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get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->mesh_data_resource_get_uv_rect(i));
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}
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}
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}
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}
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if (should_return()) {
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return;
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}
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}
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if (get_prop_mesher()->get_vertex_count() != 0) {
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if (should_do()) {
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temp_mesh_arr = get_prop_mesher()->build_mesh();
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if (should_return()) {
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return;
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}
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}
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RID mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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if (should_do()) {
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if (mesh_rid == RID()) {
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if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_CREATE_LODS) != 0)
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chunk->meshes_create(TerraChunkDefault::MESH_INDEX_PROP, chunk->get_lod_num() + 1);
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else
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chunk->meshes_create(TerraChunkDefault::MESH_INDEX_PROP, 1);
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mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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}
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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#if !GODOT4
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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#else
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VS::get_singleton()->mesh_clear(mesh_rid);
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#endif
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->prop_material_get(0).is_valid())
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VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, chunk->get_library()->prop_material_get(0)->get_rid());
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if (should_return()) {
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return;
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}
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}
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if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_CREATE_LODS) != 0) {
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if (should_do()) {
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if (chunk->get_lod_num() >= 1) {
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//for lod 1 just remove uv2
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 1), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->prop_material_get(1).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 1), 0, chunk->get_library()->prop_material_get(1)->get_rid());
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if (chunk->get_lod_num() >= 2) {
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Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
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temp_mesh_arr = temp_mesh_arr2;
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 2), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr2);
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if (chunk->get_library()->prop_material_get(2).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 2), 0, chunk->get_library()->prop_material_get(2)->get_rid());
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}
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if (should_return()) {
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return;
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}
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}
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// if (should_do()) {
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if (chunk->get_lod_num() >= 3) {
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Ref<ShaderMaterial> mat = chunk->get_library()->prop_material_get(0);
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Ref<SpatialMaterial> spmat = chunk->get_library()->prop_material_get(0);
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Ref<Texture> tex;
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if (mat.is_valid()) {
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tex = mat->get_shader_param("texture_albedo");
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} else if (spmat.is_valid()) {
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tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
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}
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if (tex.is_valid()) {
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temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex);
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 3), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->prop_material_get(3).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 3), 0, chunk->get_library()->prop_material_get(3)->get_rid());
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}
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}
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#ifdef MESH_UTILS_PRESENT
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if (should_do()) {
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if (chunk->get_lod_num() > 4) {
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Ref<FastQuadraticMeshSimplifier> fqms;
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fqms.instance();
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fqms->set_preserve_border_edges(true);
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fqms->initialize(temp_mesh_arr);
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for (int i = 4; i < chunk->get_lod_num(); ++i) {
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fqms->simplify_mesh(temp_mesh_arr.size() * 0.8, 7);
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temp_mesh_arr = fqms->get_arrays();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(
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chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_TERRARIN, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i),
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VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->prop_material_get(i).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(
|
||||
chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_TERRARIN, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i), 0,
|
||||
chunk->get_library()->prop_material_get(i)->get_rid());
|
||||
}
|
||||
}
|
||||
|
||||
if (should_return()) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
*/
|
||||
set_complete(true); //So threadpool knows it's done
|
||||
finished();
|
||||
}
|
||||
|
||||
void PropInstancePropJob::_physics_process(float delta) {
|
||||
if (_phase == 0)
|
||||
phase_physics_process();
|
||||
}
|
||||
|
||||
void PropInstancePropJob::_execute_phase() {
|
||||
/*
|
||||
ERR_FAIL_COND(!_chunk.is_valid());
|
||||
|
||||
Ref<TerramanLibrary> library = _chunk->get_library();
|
||||
|
||||
ERR_FAIL_COND(!library.is_valid());
|
||||
|
||||
Ref<TerraChunkDefault> chunk = _chunk;
|
||||
|
||||
if (!chunk.is_valid()
|
||||
#ifdef MESH_DATA_RESOURCE_PRESENT
|
||||
|| chunk->mesh_data_resource_get_count() == 0
|
||||
#endif
|
||||
) {
|
||||
set_complete(true);
|
||||
finished();
|
||||
return;
|
||||
}
|
||||
*/
|
||||
if (_phase == 1) {
|
||||
//phase_prop();
|
||||
} else if (_phase > 1) {
|
||||
set_complete(true); //So threadpool knows it's done
|
||||
finished();
|
||||
ERR_FAIL_MSG("PropInstancePropJob: _phase is too high!");
|
||||
}
|
||||
|
||||
set_complete(true); //So threadpool knows it's done
|
||||
finished();
|
||||
}
|
||||
|
||||
void PropInstancePropJob::_reset() {
|
||||
PropInstanceJob::_reset();
|
||||
|
||||
_build_done = false;
|
||||
_phase = 0;
|
||||
|
||||
if (get_prop_mesher().is_valid()) {
|
||||
get_prop_mesher()->reset();
|
||||
}
|
||||
|
||||
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
|
||||
}
|
||||
|
||||
PropInstancePropJob::PropInstancePropJob() {
|
||||
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
|
||||
}
|
||||
|
||||
PropInstancePropJob::~PropInstancePropJob() {
|
||||
}
|
||||
|
||||
void PropInstancePropJob::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_prop_mesher"), &PropInstancePropJob::get_prop_mesher);
|
||||
ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &PropInstancePropJob::set_prop_mesher);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "PropMesher", 0), "set_prop_mesher", "get_prop_mesher");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &PropInstancePropJob::_physics_process);
|
||||
}
|
61
prop_instance_prop_job.h
Normal file
61
prop_instance_prop_job.h
Normal file
@ -0,0 +1,61 @@
|
||||
/*
|
||||
Copyright (c) 2019-2021 Péter Magyar
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#ifndef PROP_JOB_H
|
||||
#define PROP_JOB_H
|
||||
|
||||
#include "prop_instance_job.h"
|
||||
|
||||
class PropMesher;
|
||||
class PropInstance;
|
||||
|
||||
class PropInstancePropJob : public PropInstanceJob {
|
||||
GDCLASS(PropInstancePropJob, PropInstanceJob);
|
||||
|
||||
public:
|
||||
PropInstance *get_prop_instace();
|
||||
void set_prop_instace(PropInstance *prop);
|
||||
void set_prop_instace_bind(Node *prop);
|
||||
|
||||
Ref<PropMesher> get_prop_mesher() const;
|
||||
void set_prop_mesher(const Ref<PropMesher> &mesher);
|
||||
|
||||
void phase_physics_process();
|
||||
void phase_prop();
|
||||
|
||||
void _physics_process(float delta);
|
||||
void _execute_phase();
|
||||
void _reset();
|
||||
|
||||
PropInstancePropJob();
|
||||
~PropInstancePropJob();
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
Ref<PropMesher> _prop_mesher;
|
||||
PropInstance *_prop_instace;
|
||||
|
||||
Array temp_mesh_arr;
|
||||
};
|
||||
|
||||
#endif
|
@ -43,6 +43,7 @@ SOFTWARE.
|
||||
#include "prop_instance.h"
|
||||
|
||||
#include "prop_instance_job.h"
|
||||
#include "prop_instance_prop_job.h"
|
||||
|
||||
#include "prop_scene_instance.h"
|
||||
|
||||
@ -74,6 +75,7 @@ void register_props_types() {
|
||||
ClassDB::register_class<PropESSEntity>();
|
||||
|
||||
ClassDB::register_class<PropInstanceJob>();
|
||||
ClassDB::register_class<PropInstancePropJob>();
|
||||
|
||||
ClassDB::register_class<PropSceneInstance>();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user