Took PropInstanceJob (TerraJob) from Terraman. I did simplify it a little.

This commit is contained in:
Relintai 2021-04-24 22:01:28 +02:00
parent 58b59557af
commit b63d4721bd
4 changed files with 360 additions and 46 deletions

6
SCsub
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@ -16,6 +16,10 @@ if os.path.isdir('../terraman'):
if os.path.isdir('../mesh_utils'):
module_env.Append(CPPDEFINES=['MESH_UTILS_PRESENT'])
if os.path.isdir('../thread_pool'):
module_env.Append(CPPDEFINES=['THREAD_POOL_PRESENT'])
sources = [
"register_types.cpp",
@ -31,7 +35,7 @@ sources = [
"prop_instance.cpp",
"prop_ess_entity.cpp",
# "prop_instance_job.cpp",
"prop_instance_job.cpp",
"prop_scene_instance.cpp",

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@ -1,44 +1,280 @@
/*
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.
*/
#include "prop_instance_job.h"
Transform PropInstanceJob::get_base_transform() const {
return _base_transform;
#include "prop_instance.h"
#include "./props/prop_data.h"
#include "../opensimplex/open_simplex_noise.h"
const String PropInstanceJob::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process";
PropInstanceJob::ActiveBuildPhaseType PropInstanceJob::get_build_phase_type() {
return _build_phase_type;
}
void PropInstanceJob::set_base_transform(const Transform &value) {
_base_transform = value;
void PropInstanceJob::set_build_phase_type(PropInstanceJob::ActiveBuildPhaseType build_phase_type) {
_build_phase_type = build_phase_type;
}
void PropInstanceJob::add_mesh_instance(const Transform &transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture) {
PropMeshInstanceEntry m;
m.mesh = mesh;
m.texture = texture;
m.transform = transform;
void PropInstanceJob::set_prop(const Ref<PropData> &prop) {
_prop = prop;
_mesh_instances.push_back(m);
_in_tree = true;
}
int PropInstanceJob::get_mesh_instance_count() {
return _mesh_instances.size();
void PropInstanceJob::set_prop_instance(PropInstance *instance) {
_instance = instance;
}
void PropInstanceJob::clear() {
_mesh_instances.clear();
void PropInstanceJob::set_prop_instance_bind(Node *instance) {
set_prop_instance(Object::cast_to<PropInstance>(instance));
}
int PropInstanceJob::get_phase() {
return _phase;
}
void PropInstanceJob::set_phase(const int phase) {
_phase = phase;
}
void PropInstanceJob::next_phase() {
++_phase;
}
bool PropInstanceJob::get_build_done() {
return _build_done;
}
void PropInstanceJob::set_build_done(const bool val) {
_build_done = val;
}
void PropInstanceJob::finished() {
set_build_done(true);
}
void PropInstanceJob::reset() {
call("_reset");
}
void PropInstanceJob::_reset() {
_build_done = false;
_phase = 0;
}
void PropInstanceJob::_execute() {
emit_signal("completed");
ActiveBuildPhaseType origpt = _build_phase_type;
while (!get_cancelled() && _in_tree && !_build_done && origpt == _build_phase_type && !should_return()) {
execute_phase();
}
if (!_in_tree) {
_prop.unref();
}
}
void PropInstanceJob::execute_phase() {
call("_execute_phase");
}
void PropInstanceJob::_execute_phase() {
finished();
}
void PropInstanceJob::process(const float delta) {
if (has_method("_process"))
call("_process", delta);
}
void PropInstanceJob::physics_process(const float delta) {
if (has_method("_physics_process"))
call("_physics_process", delta);
}
void PropInstanceJob::prop_instance_exit_tree() {
_in_tree = false;
if (get_complete()) {
_prop.unref();
} else {
set_cancelled(true);
}
}
PropInstanceJob::PropInstanceJob() {
_instance = NULL;
_in_tree = false;
_build_phase_type = BUILD_PHASE_TYPE_NORMAL;
_build_done = true;
_phase = 0;
#if !THREAD_POOL_PRESENT
_complete = true;
_cancelled = false;
_max_allocated_time = 0;
_start_time = 0;
_current_run_stage = 0;
_stage = 0;
#endif
}
PropInstanceJob::~PropInstanceJob() {
_mesh_instances.clear();
_prop.unref();
_instance = NULL;
}
void PropInstanceJob::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_base_transform"), &PropInstanceJob::get_base_transform);
ClassDB::bind_method(D_METHOD("set_base_transform", "value"), &PropInstanceJob::set_base_transform);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "base_transform"), "set_base_transform", "get_base_transform");
BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta")));
BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta")));
ClassDB::bind_method(D_METHOD("get_build_phase_type"), &PropInstanceJob::get_build_phase_type);
ClassDB::bind_method(D_METHOD("set_build_phase_type", "value"), &PropInstanceJob::set_build_phase_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_phase_type", PROPERTY_HINT_ENUM, BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE), "set_build_phase_type", "get_build_phase_type");
ClassDB::bind_method(D_METHOD("set_prop", "prop"), &PropInstanceJob::set_prop);
ClassDB::bind_method(D_METHOD("set_prop_instance", "instance"), &PropInstanceJob::set_prop_instance_bind);
ClassDB::bind_method(D_METHOD("get_phase"), &PropInstanceJob::get_phase);
ClassDB::bind_method(D_METHOD("set_phase", "phase"), &PropInstanceJob::set_phase);
ClassDB::bind_method(D_METHOD("next_phase"), &PropInstanceJob::next_phase);
ClassDB::bind_method(D_METHOD("get_build_done"), &PropInstanceJob::get_build_done);
ClassDB::bind_method(D_METHOD("set_build_done", "val"), &PropInstanceJob::set_build_done);
ClassDB::bind_method(D_METHOD("finished"), &PropInstanceJob::finished);
BIND_VMETHOD(MethodInfo("_reset"));
ClassDB::bind_method(D_METHOD("reset"), &PropInstanceJob::reset);
ClassDB::bind_method(D_METHOD("_reset"), &PropInstanceJob::_reset);
ClassDB::bind_method(D_METHOD("_execute"), &PropInstanceJob::_execute);
BIND_VMETHOD(MethodInfo("_execute_phase"));
ClassDB::bind_method(D_METHOD("execute_phase"), &PropInstanceJob::execute_phase);
ClassDB::bind_method(D_METHOD("_execute_phase"), &PropInstanceJob::_execute_phase);
ClassDB::bind_method(D_METHOD("prop_instance_exit_tree"), &PropInstanceJob::prop_instance_exit_tree);
#if !THREAD_POOL_PRESENT
ClassDB::bind_method(D_METHOD("get_complete"), &PropInstanceJob::get_complete);
ClassDB::bind_method(D_METHOD("set_complete", "value"), &PropInstanceJob::set_complete);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "complete"), "set_complete", "get_complete");
ClassDB::bind_method(D_METHOD("get_start_time"), &PropInstanceJob::get_start_time);
ClassDB::bind_method(D_METHOD("set_start_time", "value"), &PropInstanceJob::set_start_time);
ADD_PROPERTY(PropertyInfo(Variant::INT, "start_time"), "set_start_time", "get_start_time");
ClassDB::bind_method(D_METHOD("get_current_run_stage"), &PropInstanceJob::get_current_run_stage);
ClassDB::bind_method(D_METHOD("set_current_run_stage", "value"), &PropInstanceJob::set_current_run_stage);
ADD_PROPERTY(PropertyInfo(Variant::INT, "current_run_stage"), "set_current_run_stage", "get_current_run_stage");
ClassDB::bind_method(D_METHOD("get_stage"), &PropInstanceJob::get_stage);
ClassDB::bind_method(D_METHOD("set_stage", "value"), &PropInstanceJob::set_stage);
ADD_PROPERTY(PropertyInfo(Variant::INT, "stage"), "set_stage", "get_stage");
ClassDB::bind_method(D_METHOD("get_current_execution_time"), &PropInstanceJob::get_current_execution_time);
ClassDB::bind_method(D_METHOD("should_do", "just_check"), &PropInstanceJob::should_do, DEFVAL(false));
ClassDB::bind_method(D_METHOD("should_return"), &PropInstanceJob::should_return);
BIND_VMETHOD(MethodInfo("_execute"));
ClassDB::bind_method(D_METHOD("execute"), &PropInstanceJob::execute);
ADD_SIGNAL(MethodInfo("completed"));
#endif
}
#if !THREAD_POOL_PRESENT
bool PropInstanceJob::get_complete() const {
return _complete;
}
void PropInstanceJob::set_complete(const bool value) {
_complete = value;
}
bool PropInstanceJob::get_cancelled() const {
return _cancelled;
}
void PropInstanceJob::set_cancelled(const bool value) {
_cancelled = value;
}
float PropInstanceJob::get_max_allocated_time() const {
return _max_allocated_time;
}
void PropInstanceJob::set_max_allocated_time(const float value) {
_max_allocated_time = value;
}
int PropInstanceJob::get_start_time() const {
return _start_time;
}
void PropInstanceJob::set_start_time(const int value) {
_start_time = value;
}
int PropInstanceJob::get_current_run_stage() const {
return _current_run_stage;
}
void PropInstanceJob::set_current_run_stage(const int value) {
_current_run_stage = value;
}
int PropInstanceJob::get_stage() const {
return _stage;
}
void PropInstanceJob::set_stage(const int value) {
_stage = value;
}
void PropInstanceJob::reset_stages() {
_current_run_stage = 0;
_stage = 0;
}
float PropInstanceJob::get_current_execution_time() {
return 0;
}
bool PropInstanceJob::should_do(const bool just_check) {
return true;
}
bool PropInstanceJob::should_return() {
if (_cancelled)
return true;
return false;
}
void PropInstanceJob::execute() {
ERR_FAIL_COND(!has_method("_execute"));
call("_execute");
}
#endif

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@ -1,5 +1,5 @@
/*
Copyright (c) 2020 Péter Magyar
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
@ -20,56 +20,130 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef PROP_INSTANCE_JOB_H
#define PROP_INSTANCE_JOB_H
#ifndef PROP_INSTANCE_JOB
#define PROP_INSTANCE_JOB
#include "scene/resources/texture.h"
#if THREAD_POOL_PRESENT
#include "../thread_pool/thread_pool_job.h"
#else
#include "core/version.h"
#if VERSION_MAJOR > 3
#include "core/templates/vector.h"
#include "core/object/reference.h"
#define Texture Texture2D
#else
#include "core/vector.h"
#include "core/reference.h"
#endif
#include "core/math/vector3.h"
#endif
#include "../thread_pool/thread_pool_job.h"
#include "../mesh_data_resource/mesh_data_resource.h"
#include "scene/resources/texture.h"
class PropMeshDataInstance;
class PropData;
class PropInstance;
#if THREAD_POOL_PRESENT
class PropInstanceJob : public ThreadPoolJob {
GDCLASS(PropInstanceJob, ThreadPoolJob);
#else
class PropInstanceJob : public Reference {
GDCLASS(PropInstanceJob, Reference);
#endif
protected:
struct PropMeshInstanceEntry {
Transform transform;
Ref<MeshDataResource> mesh;
Ref<Texture> texture;
public:
static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
enum ActiveBuildPhaseType {
BUILD_PHASE_TYPE_NORMAL = 0,
BUILD_PHASE_TYPE_PROCESS,
BUILD_PHASE_TYPE_PHYSICS_PROCESS,
};
public:
Transform get_base_transform() const;
void set_base_transform(const Transform &value);
ActiveBuildPhaseType get_build_phase_type();
void set_build_phase_type(PropInstanceJob::ActiveBuildPhaseType build_phase_type);
void add_mesh_instance(const Transform &transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture);
int get_mesh_instance_count();
void set_prop(const Ref<PropData> &prop);
void set_prop_instance(PropInstance *instance);
void set_prop_instance_bind(Node *instance);
void clear();
int get_phase();
void set_phase(const int phase);
void next_phase();
bool get_build_done();
void set_build_done(const bool val);
void finished();
void reset();
virtual void _reset();
void _execute();
void execute_phase();
virtual void _execute_phase();
void process(const float delta);
void physics_process(const float delta);
void prop_instance_exit_tree();
PropInstanceJob();
~PropInstanceJob();
protected:
static void _bind_methods();
ActiveBuildPhaseType _build_phase_type;
bool _build_done;
int _phase;
bool _in_tree;
Ref<PropData> _prop;
PropInstance *_instance;
public:
#if !THREAD_POOL_PRESENT
bool get_complete() const;
void set_complete(const bool value);
bool get_cancelled() const;
void set_cancelled(const bool value);
float get_max_allocated_time() const;
void set_max_allocated_time(const float value);
int get_start_time() const;
void set_start_time(const int value);
int get_current_run_stage() const;
void set_current_run_stage(const int value);
int get_stage() const;
void set_stage(const int value);
void reset_stages();
float get_current_execution_time();
bool should_do(const bool just_check = false);
bool should_return();
void execute();
private:
Transform _base_transform;
Vector<PropMeshInstanceEntry> _mesh_instances;
bool _complete;
bool _cancelled;
float _max_allocated_time;
uint64_t _start_time;
int _current_run_stage;
int _stage;
#endif
};
VARIANT_ENUM_CAST(PropInstanceJob::ActiveBuildPhaseType);
#endif

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@ -42,7 +42,7 @@ SOFTWARE.
#include "prop_ess_entity.h"
#include "prop_instance.h"
//#include "prop_instance_job.h"
#include "prop_instance_job.h"
#include "prop_scene_instance.h"
@ -73,7 +73,7 @@ void register_props_types() {
ClassDB::register_class<PropESSEntity>();
//ClassDB::register_class<PropInstanceJob>();
ClassDB::register_class<PropInstanceJob>();
ClassDB::register_class<PropSceneInstance>();