mirror of
https://github.com/Relintai/props.git
synced 2024-11-08 10:02:14 +01:00
Took PropInstanceJob (TerraJob) from Terraman. I did simplify it a little.
This commit is contained in:
parent
58b59557af
commit
b63d4721bd
6
SCsub
6
SCsub
@ -16,6 +16,10 @@ if os.path.isdir('../terraman'):
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if os.path.isdir('../mesh_utils'):
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module_env.Append(CPPDEFINES=['MESH_UTILS_PRESENT'])
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if os.path.isdir('../thread_pool'):
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module_env.Append(CPPDEFINES=['THREAD_POOL_PRESENT'])
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sources = [
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"register_types.cpp",
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@ -31,7 +35,7 @@ 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_job.cpp",
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"prop_scene_instance.cpp",
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@ -1,44 +1,280 @@
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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_job.h"
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Transform PropInstanceJob::get_base_transform() const {
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return _base_transform;
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#include "prop_instance.h"
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#include "./props/prop_data.h"
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#include "../opensimplex/open_simplex_noise.h"
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const String PropInstanceJob::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process";
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PropInstanceJob::ActiveBuildPhaseType PropInstanceJob::get_build_phase_type() {
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return _build_phase_type;
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}
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void PropInstanceJob::set_base_transform(const Transform &value) {
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_base_transform = value;
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void PropInstanceJob::set_build_phase_type(PropInstanceJob::ActiveBuildPhaseType build_phase_type) {
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_build_phase_type = build_phase_type;
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}
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void PropInstanceJob::add_mesh_instance(const Transform &transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture) {
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PropMeshInstanceEntry m;
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m.mesh = mesh;
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m.texture = texture;
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m.transform = transform;
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void PropInstanceJob::set_prop(const Ref<PropData> &prop) {
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_prop = prop;
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_mesh_instances.push_back(m);
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_in_tree = true;
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}
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int PropInstanceJob::get_mesh_instance_count() {
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return _mesh_instances.size();
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void PropInstanceJob::set_prop_instance(PropInstance *instance) {
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_instance = instance;
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}
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void PropInstanceJob::clear() {
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_mesh_instances.clear();
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void PropInstanceJob::set_prop_instance_bind(Node *instance) {
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set_prop_instance(Object::cast_to<PropInstance>(instance));
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}
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int PropInstanceJob::get_phase() {
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return _phase;
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}
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void PropInstanceJob::set_phase(const int phase) {
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_phase = phase;
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}
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void PropInstanceJob::next_phase() {
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++_phase;
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}
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bool PropInstanceJob::get_build_done() {
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return _build_done;
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}
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void PropInstanceJob::set_build_done(const bool val) {
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_build_done = val;
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}
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void PropInstanceJob::finished() {
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set_build_done(true);
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}
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void PropInstanceJob::reset() {
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call("_reset");
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}
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void PropInstanceJob::_reset() {
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_build_done = false;
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_phase = 0;
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}
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void PropInstanceJob::_execute() {
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emit_signal("completed");
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ActiveBuildPhaseType origpt = _build_phase_type;
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while (!get_cancelled() && _in_tree && !_build_done && origpt == _build_phase_type && !should_return()) {
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execute_phase();
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}
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if (!_in_tree) {
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_prop.unref();
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}
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}
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void PropInstanceJob::execute_phase() {
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call("_execute_phase");
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}
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void PropInstanceJob::_execute_phase() {
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finished();
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}
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void PropInstanceJob::process(const float delta) {
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if (has_method("_process"))
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call("_process", delta);
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}
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void PropInstanceJob::physics_process(const float delta) {
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if (has_method("_physics_process"))
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call("_physics_process", delta);
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}
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void PropInstanceJob::prop_instance_exit_tree() {
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_in_tree = false;
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if (get_complete()) {
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_prop.unref();
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} else {
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set_cancelled(true);
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}
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}
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PropInstanceJob::PropInstanceJob() {
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_instance = NULL;
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_in_tree = false;
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_build_phase_type = BUILD_PHASE_TYPE_NORMAL;
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_build_done = true;
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_phase = 0;
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#if !THREAD_POOL_PRESENT
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_complete = true;
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_cancelled = false;
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_max_allocated_time = 0;
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_start_time = 0;
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_current_run_stage = 0;
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_stage = 0;
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#endif
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}
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PropInstanceJob::~PropInstanceJob() {
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_mesh_instances.clear();
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_prop.unref();
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_instance = NULL;
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}
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void PropInstanceJob::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_base_transform"), &PropInstanceJob::get_base_transform);
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ClassDB::bind_method(D_METHOD("set_base_transform", "value"), &PropInstanceJob::set_base_transform);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "base_transform"), "set_base_transform", "get_base_transform");
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BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta")));
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BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta")));
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ClassDB::bind_method(D_METHOD("get_build_phase_type"), &PropInstanceJob::get_build_phase_type);
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ClassDB::bind_method(D_METHOD("set_build_phase_type", "value"), &PropInstanceJob::set_build_phase_type);
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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");
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ClassDB::bind_method(D_METHOD("set_prop", "prop"), &PropInstanceJob::set_prop);
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ClassDB::bind_method(D_METHOD("set_prop_instance", "instance"), &PropInstanceJob::set_prop_instance_bind);
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ClassDB::bind_method(D_METHOD("get_phase"), &PropInstanceJob::get_phase);
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ClassDB::bind_method(D_METHOD("set_phase", "phase"), &PropInstanceJob::set_phase);
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ClassDB::bind_method(D_METHOD("next_phase"), &PropInstanceJob::next_phase);
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ClassDB::bind_method(D_METHOD("get_build_done"), &PropInstanceJob::get_build_done);
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ClassDB::bind_method(D_METHOD("set_build_done", "val"), &PropInstanceJob::set_build_done);
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ClassDB::bind_method(D_METHOD("finished"), &PropInstanceJob::finished);
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BIND_VMETHOD(MethodInfo("_reset"));
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ClassDB::bind_method(D_METHOD("reset"), &PropInstanceJob::reset);
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ClassDB::bind_method(D_METHOD("_reset"), &PropInstanceJob::_reset);
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ClassDB::bind_method(D_METHOD("_execute"), &PropInstanceJob::_execute);
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BIND_VMETHOD(MethodInfo("_execute_phase"));
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ClassDB::bind_method(D_METHOD("execute_phase"), &PropInstanceJob::execute_phase);
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ClassDB::bind_method(D_METHOD("_execute_phase"), &PropInstanceJob::_execute_phase);
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ClassDB::bind_method(D_METHOD("prop_instance_exit_tree"), &PropInstanceJob::prop_instance_exit_tree);
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#if !THREAD_POOL_PRESENT
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ClassDB::bind_method(D_METHOD("get_complete"), &PropInstanceJob::get_complete);
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ClassDB::bind_method(D_METHOD("set_complete", "value"), &PropInstanceJob::set_complete);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "complete"), "set_complete", "get_complete");
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ClassDB::bind_method(D_METHOD("get_start_time"), &PropInstanceJob::get_start_time);
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ClassDB::bind_method(D_METHOD("set_start_time", "value"), &PropInstanceJob::set_start_time);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "start_time"), "set_start_time", "get_start_time");
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ClassDB::bind_method(D_METHOD("get_current_run_stage"), &PropInstanceJob::get_current_run_stage);
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ClassDB::bind_method(D_METHOD("set_current_run_stage", "value"), &PropInstanceJob::set_current_run_stage);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "current_run_stage"), "set_current_run_stage", "get_current_run_stage");
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ClassDB::bind_method(D_METHOD("get_stage"), &PropInstanceJob::get_stage);
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ClassDB::bind_method(D_METHOD("set_stage", "value"), &PropInstanceJob::set_stage);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "stage"), "set_stage", "get_stage");
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ClassDB::bind_method(D_METHOD("get_current_execution_time"), &PropInstanceJob::get_current_execution_time);
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ClassDB::bind_method(D_METHOD("should_do", "just_check"), &PropInstanceJob::should_do, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("should_return"), &PropInstanceJob::should_return);
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BIND_VMETHOD(MethodInfo("_execute"));
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ClassDB::bind_method(D_METHOD("execute"), &PropInstanceJob::execute);
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ADD_SIGNAL(MethodInfo("completed"));
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#endif
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}
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#if !THREAD_POOL_PRESENT
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bool PropInstanceJob::get_complete() const {
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return _complete;
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}
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void PropInstanceJob::set_complete(const bool value) {
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_complete = value;
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}
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bool PropInstanceJob::get_cancelled() const {
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return _cancelled;
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}
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void PropInstanceJob::set_cancelled(const bool value) {
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_cancelled = value;
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}
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float PropInstanceJob::get_max_allocated_time() const {
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return _max_allocated_time;
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}
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void PropInstanceJob::set_max_allocated_time(const float value) {
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_max_allocated_time = value;
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}
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int PropInstanceJob::get_start_time() const {
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return _start_time;
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}
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void PropInstanceJob::set_start_time(const int value) {
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_start_time = value;
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}
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int PropInstanceJob::get_current_run_stage() const {
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return _current_run_stage;
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}
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void PropInstanceJob::set_current_run_stage(const int value) {
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_current_run_stage = value;
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}
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int PropInstanceJob::get_stage() const {
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return _stage;
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}
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void PropInstanceJob::set_stage(const int value) {
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_stage = value;
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}
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void PropInstanceJob::reset_stages() {
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_current_run_stage = 0;
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_stage = 0;
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}
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float PropInstanceJob::get_current_execution_time() {
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return 0;
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}
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bool PropInstanceJob::should_do(const bool just_check) {
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return true;
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}
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bool PropInstanceJob::should_return() {
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if (_cancelled)
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return true;
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return false;
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}
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void PropInstanceJob::execute() {
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ERR_FAIL_COND(!has_method("_execute"));
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call("_execute");
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}
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#endif
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@ -1,5 +1,5 @@
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/*
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Copyright (c) 2020 Péter Magyar
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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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@ -20,56 +20,130 @@ 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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#ifndef PROP_INSTANCE_JOB_H
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#define PROP_INSTANCE_JOB_H
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#ifndef PROP_INSTANCE_JOB
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#define PROP_INSTANCE_JOB
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#include "scene/resources/texture.h"
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#if THREAD_POOL_PRESENT
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#include "../thread_pool/thread_pool_job.h"
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#else
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/templates/vector.h"
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#include "core/object/reference.h"
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#define Texture Texture2D
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#else
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#include "core/vector.h"
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#include "core/reference.h"
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#endif
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#include "core/math/vector3.h"
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#endif
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#include "../thread_pool/thread_pool_job.h"
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#include "../mesh_data_resource/mesh_data_resource.h"
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#include "scene/resources/texture.h"
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class PropMeshDataInstance;
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class PropData;
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class PropInstance;
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#if THREAD_POOL_PRESENT
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class PropInstanceJob : public ThreadPoolJob {
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GDCLASS(PropInstanceJob, ThreadPoolJob);
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#else
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class PropInstanceJob : public Reference {
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GDCLASS(PropInstanceJob, Reference);
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#endif
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protected:
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struct PropMeshInstanceEntry {
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Transform transform;
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Ref<MeshDataResource> mesh;
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Ref<Texture> texture;
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public:
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static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
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enum ActiveBuildPhaseType {
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BUILD_PHASE_TYPE_NORMAL = 0,
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BUILD_PHASE_TYPE_PROCESS,
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BUILD_PHASE_TYPE_PHYSICS_PROCESS,
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};
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public:
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Transform get_base_transform() const;
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void set_base_transform(const Transform &value);
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ActiveBuildPhaseType get_build_phase_type();
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void set_build_phase_type(PropInstanceJob::ActiveBuildPhaseType build_phase_type);
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void add_mesh_instance(const Transform &transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture);
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int get_mesh_instance_count();
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void set_prop(const Ref<PropData> &prop);
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void set_prop_instance(PropInstance *instance);
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void set_prop_instance_bind(Node *instance);
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void clear();
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int get_phase();
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void set_phase(const int phase);
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void next_phase();
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bool get_build_done();
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void set_build_done(const bool val);
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void finished();
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void reset();
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virtual void _reset();
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void _execute();
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void execute_phase();
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virtual void _execute_phase();
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void process(const float delta);
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void physics_process(const float delta);
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void prop_instance_exit_tree();
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PropInstanceJob();
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~PropInstanceJob();
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protected:
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static void _bind_methods();
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ActiveBuildPhaseType _build_phase_type;
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bool _build_done;
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int _phase;
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bool _in_tree;
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Ref<PropData> _prop;
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PropInstance *_instance;
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public:
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#if !THREAD_POOL_PRESENT
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bool get_complete() const;
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void set_complete(const bool value);
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bool get_cancelled() const;
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void set_cancelled(const bool value);
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float get_max_allocated_time() const;
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void set_max_allocated_time(const float value);
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int get_start_time() const;
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void set_start_time(const int value);
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int get_current_run_stage() const;
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void set_current_run_stage(const int value);
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int get_stage() const;
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void set_stage(const int value);
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void reset_stages();
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float get_current_execution_time();
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bool should_do(const bool just_check = false);
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bool should_return();
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void execute();
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private:
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Transform _base_transform;
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Vector<PropMeshInstanceEntry> _mesh_instances;
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bool _complete;
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bool _cancelled;
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float _max_allocated_time;
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uint64_t _start_time;
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int _current_run_stage;
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int _stage;
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#endif
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};
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VARIANT_ENUM_CAST(PropInstanceJob::ActiveBuildPhaseType);
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#endif
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@ -42,7 +42,7 @@ SOFTWARE.
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#include "prop_ess_entity.h"
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#include "prop_instance.h"
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//#include "prop_instance_job.h"
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#include "prop_instance_job.h"
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||||
#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>();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user