Split PropInstance into PropInstance and PropInstanceMerger.

This commit is contained in:
Relintai 2021-04-27 16:47:46 +02:00
parent dbc9529f21
commit cbb2028d64
6 changed files with 536 additions and 313 deletions

1
SCsub
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@ -34,6 +34,7 @@ sources = [
"clutter/ground_clutter_foliage.cpp",
"prop_instance.cpp",
"prop_instance_merger.cpp",
"prop_ess_entity.cpp",
"prop_instance_job.cpp",
"prop_instance_prop_job.cpp",

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@ -2,37 +2,8 @@
#include "../mesh_data_resource/nodes/mesh_data_instance.h"
//#include "../thread_pool/thread_pool.h"
#include "core/version.h"
#if VERSION_MAJOR > 3
#include "core/config/engine.h"
#define VARIANT_ARRAY_GET(arr) \
Vector<Variant> r; \
for (int i = 0; i < arr.size(); i++) { \
r.push_back(arr[i]); \
} \
return r;
#include "servers/rendering_server.h"
typedef class RenderingServer VS;
#else
#include "core/engine.h"
#define VARIANT_ARRAY_GET(arr) \
Vector<Variant> r; \
for (int i = 0; i < arr.size(); i++) { \
r.push_back(arr[i].get_ref_ptr()); \
} \
return r;
#include "servers/visual_server.h"
#endif
#if MESH_DATA_RESOURCE_PRESENT
//define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling,
//but not when included from here.
@ -57,151 +28,6 @@ void PropInstance::set_prop_data(const Ref<PropData> &data) {
queue_build();
}
Ref<PropInstanceJob> PropInstance::get_job() {
return _job;
}
void PropInstance::set_job(const Ref<PropInstanceJob> &job) {
_job = job;
}
#ifdef TEXTURE_PACKER_PRESENT
bool PropInstance::get_merge_textures() const {
return _merge_textures;
}
void PropInstance::set_merge_textures(const bool value) {
_merge_textures = value;
}
#endif
//Materials
Ref<Material> PropInstance::material_get(const int index) {
ERR_FAIL_INDEX_V(index, _materials.size(), Ref<Material>(NULL));
return _materials[index];
}
void PropInstance::material_add(const Ref<Material> &value) {
ERR_FAIL_COND(!value.is_valid());
_materials.push_back(value);
}
int PropInstance::material_get_num() const {
return _materials.size();
}
void PropInstance::materials_clear() {
_materials.clear();
}
Vector<Variant> PropInstance::materials_get() {
VARIANT_ARRAY_GET(_materials);
}
void PropInstance::materials_set(const Vector<Variant> &materials) {
_materials.clear();
for (int i = 0; i < materials.size(); i++) {
Ref<Material> material = Ref<Material>(materials[i]);
_materials.push_back(material);
}
}
//Meshes
RID PropInstance::mesh_get(const int index) {
ERR_FAIL_INDEX_V(index, _meshes.size(), RID());
return _meshes[index];
}
void PropInstance::mesh_add(const RID value) {
_meshes.push_back(value);
}
int PropInstance::mesh_get_num() const {
return _meshes.size();
}
void PropInstance::meshs_clear() {
_meshes.clear();
}
Vector<Variant> PropInstance::meshes_get() {
Vector<Variant> r;
for (int i = 0; i < _meshes.size(); i++) {
r.push_back(_meshes[i]);
}
return r;
}
void PropInstance::meshes_set(const Vector<Variant> &meshs) {
_meshes.clear();
for (int i = 0; i < _meshes.size(); i++) {
RID mesh = RID(meshs[i]);
_meshes.push_back(mesh);
}
}
//Collider
RID PropInstance::collider_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
return _colliders[index];
}
void PropInstance::collider_add(const RID value) {
_colliders.push_back(value);
}
int PropInstance::collider_get_num() const {
return _colliders.size();
}
void PropInstance::colliders_clear() {
_colliders.clear();
}
Vector<Variant> PropInstance::colliders_get() {
Vector<Variant> r;
for (int i = 0; i < _colliders.size(); i++) {
r.push_back(_colliders[i]);
}
return r;
}
void PropInstance::colliders_set(const Vector<Variant> &colliders) {
_colliders.clear();
for (int i = 0; i < colliders.size(); i++) {
RID collider = (colliders[i]);
_colliders.push_back(collider);
}
}
float PropInstance::get_first_lod_distance_squared() {
return _first_lod_distance_squared;
}
void PropInstance::set_first_lod_distance_squared(const float dist) {
_first_lod_distance_squared = dist;
}
float PropInstance::get_lod_reduction_distance_squared() {
return _lod_reduction_distance_squared;
}
void PropInstance::set_lod_reduction_distance_squared(const float dist) {
_lod_reduction_distance_squared = dist;
}
void PropInstance::free_meshes() {
}
void PropInstance::free_colliders() {
}
void PropInstance::init_materials() {
call("_init_materials");
}
@ -227,12 +53,6 @@ void PropInstance::_build() {
_building = true;
_build_queued = false;
if (!_job.is_valid()) {
_job = Ref<PropInstanceJob>(memnew(PropInstancePropJob()));
}
_job->set_prop_instace(this);
if (!is_inside_tree()) {
return;
}
@ -342,21 +162,10 @@ void PropInstance::prop_preprocess(Transform transform, const Ref<PropData> &pro
PropInstance::PropInstance() {
_build_queued = false;
_building = false;
#ifdef TEXTURE_PACKER_PRESENT
_merge_textures = true;
#endif
_first_lod_distance_squared = 20;
_lod_reduction_distance_squared = 10;
}
PropInstance::~PropInstance() {
_job.unref();
_prop_data.unref();
_materials.clear();
}
void PropInstance::_notification(int p_what) {
@ -367,12 +176,6 @@ void PropInstance::_notification(int p_what) {
}
}
case NOTIFICATION_EXIT_TREE: {
if (_job.is_valid()) {
_job->set_cancelled(true);
}
free_meshes();
free_colliders();
}
}
}
@ -382,59 +185,6 @@ void PropInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_prop_data", "value"), &PropInstance::set_prop_data);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData"), "set_prop_data", "get_prop_data");
ClassDB::bind_method(D_METHOD("get_job"), &PropInstance::get_job);
ClassDB::bind_method(D_METHOD("set_job", "value"), &PropInstance::set_job);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "job", PROPERTY_HINT_RESOURCE_TYPE, "PropInstanceJob", 0), "set_job", "get_job");
#ifdef TEXTURE_PACKER_PRESENT
ClassDB::bind_method(D_METHOD("get_merge_textures"), &PropInstance::get_merge_textures);
ClassDB::bind_method(D_METHOD("set_merge_textures", "value"), &PropInstance::set_merge_textures);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "merge_textures"), "set_merge_textures", "get_merge_textures");
#endif
///Materials
ClassDB::bind_method(D_METHOD("material_get", "index"), &PropInstance::material_get);
ClassDB::bind_method(D_METHOD("material_add", "value"), &PropInstance::material_add);
ClassDB::bind_method(D_METHOD("material_get_num"), &PropInstance::material_get_num);
ClassDB::bind_method(D_METHOD("materials_clear"), &PropInstance::materials_clear);
ClassDB::bind_method(D_METHOD("materials_get"), &PropInstance::materials_get);
ClassDB::bind_method(D_METHOD("materials_set"), &PropInstance::materials_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "17/17:Material", PROPERTY_USAGE_DEFAULT, "Material"), "materials_set", "materials_get");
//Meshes
ClassDB::bind_method(D_METHOD("mesh_get", "index"), &PropInstance::mesh_get);
ClassDB::bind_method(D_METHOD("mesh_add", "value"), &PropInstance::mesh_add);
ClassDB::bind_method(D_METHOD("mesh_get_num"), &PropInstance::mesh_get_num);
ClassDB::bind_method(D_METHOD("meshs_clear"), &PropInstance::meshs_clear);
ClassDB::bind_method(D_METHOD("meshes_get"), &PropInstance::meshes_get);
ClassDB::bind_method(D_METHOD("meshes_set"), &PropInstance::meshes_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "meshes", PROPERTY_HINT_NONE, "", 0), "meshes_set", "meshes_get");
//Colliders
ClassDB::bind_method(D_METHOD("collider_get", "index"), &PropInstance::collider_get);
ClassDB::bind_method(D_METHOD("collider_add", "value"), &PropInstance::collider_add);
ClassDB::bind_method(D_METHOD("collider_get_num"), &PropInstance::collider_get_num);
ClassDB::bind_method(D_METHOD("colliders_clear"), &PropInstance::colliders_clear);
ClassDB::bind_method(D_METHOD("colliders_get"), &PropInstance::colliders_get);
ClassDB::bind_method(D_METHOD("colliders_set"), &PropInstance::colliders_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "colliders", PROPERTY_HINT_NONE, "", 0), "colliders_set", "colliders_get");
//---
ClassDB::bind_method(D_METHOD("get_first_lod_distance_squared"), &PropInstance::get_first_lod_distance_squared);
ClassDB::bind_method(D_METHOD("set_first_lod_distance_squared", "value"), &PropInstance::set_first_lod_distance_squared);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "first_lod_distance_squared"), "set_first_lod_distance_squared", "get_first_lod_distance_squared");
ClassDB::bind_method(D_METHOD("get_lod_reduction_distance_squared"), &PropInstance::get_lod_reduction_distance_squared);
ClassDB::bind_method(D_METHOD("set_lod_reduction_distance_squared", "value"), &PropInstance::set_lod_reduction_distance_squared);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lod_reduction_distance_squared"), "set_lod_reduction_distance_squared", "get_lod_reduction_distance_squared");
//---
ClassDB::bind_method(D_METHOD("free_meshes"), &PropInstance::free_meshes);
ClassDB::bind_method(D_METHOD("free_colliders"), &PropInstance::free_colliders);
//---
BIND_VMETHOD(MethodInfo("_init_materials"));

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@ -35,12 +35,8 @@ SOFTWARE.
#include "core/math/vector3.h"
#include "prop_instance_prop_job.h"
#include "props/prop_data.h"
class MeshDataInstance;
class PropInstance : public Spatial {
GDCLASS(PropInstance, Spatial);
@ -48,57 +44,13 @@ public:
Ref<PropData> get_prop_data();
void set_prop_data(const Ref<PropData> &data);
Ref<PropInstanceJob> get_job();
void set_job(const Ref<PropInstanceJob> &job);
#ifdef TEXTURE_PACKER_PRESENT
bool get_merge_textures() const;
void set_merge_textures(const bool value);
#endif
///Materials
Ref<Material> material_get(const int index);
void material_add(const Ref<Material> &value);
int material_get_num() const;
void materials_clear();
Vector<Variant> materials_get();
void materials_set(const Vector<Variant> &materials);
//Meshes
RID mesh_get(const int index);
void mesh_add(const RID value);
int mesh_get_num() const;
void meshs_clear();
Vector<Variant> meshes_get();
void meshes_set(const Vector<Variant> &meshes);
//Colliders
RID collider_get(const int index);
void collider_add(const RID value);
int collider_get_num() const;
void colliders_clear();
Vector<Variant> colliders_get();
void colliders_set(const Vector<Variant> &colliders);
float get_first_lod_distance_squared();
void set_first_lod_distance_squared(const float dist);
float get_lod_reduction_distance_squared();
void set_lod_reduction_distance_squared(const float dist);
void free_meshes();
void free_colliders();
void init_materials();
virtual void _init_materials();
void build();
void queue_build();
void build_finished();
virtual void _build();
virtual void _build_finished();
@ -111,24 +63,11 @@ protected:
void _notification(int p_what);
static void _bind_methods();
private:
protected:
Ref<PropData> _prop_data;
bool _build_queued;
bool _building;
Ref<PropInstancePropJob> _job;
#ifdef TEXTURE_PACKER_PRESENT
bool _merge_textures;
#endif
Vector<Ref<Material> > _materials;
Vector<RID> _meshes;
Vector<RID> _colliders;
float _first_lod_distance_squared;
float _lod_reduction_distance_squared;
};
#endif

403
prop_instance_merger.cpp Normal file
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@ -0,0 +1,403 @@
#include "prop_instance_merger.h"
#include "../mesh_data_resource/nodes/mesh_data_instance.h"
//#include "../thread_pool/thread_pool.h"
#include "core/version.h"
#if VERSION_MAJOR > 3
#include "core/config/engine.h"
#define VARIANT_ARRAY_GET(arr) \
Vector<Variant> r; \
for (int i = 0; i < arr.size(); i++) { \
r.push_back(arr[i]); \
} \
return r;
#include "servers/rendering_server.h"
typedef class RenderingServer VS;
#else
#include "core/engine.h"
#define VARIANT_ARRAY_GET(arr) \
Vector<Variant> r; \
for (int i = 0; i < arr.size(); i++) { \
r.push_back(arr[i].get_ref_ptr()); \
} \
return r;
#include "servers/visual_server.h"
#endif
#if MESH_DATA_RESOURCE_PRESENT
//define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling,
//but not when included from here.
#define PROPS_PRESENT 1
#include "../mesh_data_resource/props/prop_data_mesh_data.h"
#endif
#include "./props/prop_data_entry.h"
#include "./props/prop_data_light.h"
#include "./props/prop_data_prop.h"
#include "./props/prop_data_scene.h"
Ref<PropInstanceJob> PropInstanceMerger::get_job() {
return _job;
}
void PropInstanceMerger::set_job(const Ref<PropInstanceJob> &job) {
_job = job;
}
#ifdef TEXTURE_PACKER_PRESENT
bool PropInstanceMerger::get_merge_textures() const {
return _merge_textures;
}
void PropInstanceMerger::set_merge_textures(const bool value) {
_merge_textures = value;
}
#endif
//Materials
Ref<Material> PropInstanceMerger::material_get(const int index) {
ERR_FAIL_INDEX_V(index, _materials.size(), Ref<Material>(NULL));
return _materials[index];
}
void PropInstanceMerger::material_add(const Ref<Material> &value) {
ERR_FAIL_COND(!value.is_valid());
_materials.push_back(value);
}
int PropInstanceMerger::material_get_num() const {
return _materials.size();
}
void PropInstanceMerger::materials_clear() {
_materials.clear();
}
Vector<Variant> PropInstanceMerger::materials_get() {
VARIANT_ARRAY_GET(_materials);
}
void PropInstanceMerger::materials_set(const Vector<Variant> &materials) {
_materials.clear();
for (int i = 0; i < materials.size(); i++) {
Ref<Material> material = Ref<Material>(materials[i]);
_materials.push_back(material);
}
}
//Meshes
RID PropInstanceMerger::mesh_get(const int index) {
ERR_FAIL_INDEX_V(index, _meshes.size(), RID());
return _meshes[index];
}
void PropInstanceMerger::mesh_add(const RID value) {
_meshes.push_back(value);
}
int PropInstanceMerger::mesh_get_num() const {
return _meshes.size();
}
void PropInstanceMerger::meshs_clear() {
_meshes.clear();
}
Vector<Variant> PropInstanceMerger::meshes_get() {
Vector<Variant> r;
for (int i = 0; i < _meshes.size(); i++) {
r.push_back(_meshes[i]);
}
return r;
}
void PropInstanceMerger::meshes_set(const Vector<Variant> &meshs) {
_meshes.clear();
for (int i = 0; i < _meshes.size(); i++) {
RID mesh = RID(meshs[i]);
_meshes.push_back(mesh);
}
}
//Collider
RID PropInstanceMerger::collider_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
return _colliders[index];
}
void PropInstanceMerger::collider_add(const RID value) {
_colliders.push_back(value);
}
int PropInstanceMerger::collider_get_num() const {
return _colliders.size();
}
void PropInstanceMerger::colliders_clear() {
_colliders.clear();
}
Vector<Variant> PropInstanceMerger::colliders_get() {
Vector<Variant> r;
for (int i = 0; i < _colliders.size(); i++) {
r.push_back(_colliders[i]);
}
return r;
}
void PropInstanceMerger::colliders_set(const Vector<Variant> &colliders) {
_colliders.clear();
for (int i = 0; i < colliders.size(); i++) {
RID collider = (colliders[i]);
_colliders.push_back(collider);
}
}
float PropInstanceMerger::get_first_lod_distance_squared() {
return _first_lod_distance_squared;
}
void PropInstanceMerger::set_first_lod_distance_squared(const float dist) {
_first_lod_distance_squared = dist;
}
float PropInstanceMerger::get_lod_reduction_distance_squared() {
return _lod_reduction_distance_squared;
}
void PropInstanceMerger::set_lod_reduction_distance_squared(const float dist) {
_lod_reduction_distance_squared = dist;
}
void PropInstanceMerger::free_meshes() {
}
void PropInstanceMerger::free_colliders() {
}
void PropInstanceMerger::_init_materials() {
}
void PropInstanceMerger::_build() {
_building = true;
_build_queued = false;
if (!_job.is_valid()) {
_job = Ref<PropInstanceJob>(memnew(PropInstancePropJob()));
}
_job->set_prop_instace(this);
if (!is_inside_tree()) {
return;
}
for (int i = 0; i < get_child_count(); ++i) {
Node *n = get_child(i);
//this way we won't delete the user's nodes
if (n->get_owner() == NULL) {
n->queue_delete();
}
}
if (!_prop_data.is_valid())
return;
prop_preprocess(Transform(), _prop_data);
}
void PropInstanceMerger::_build_finished() {
}
void PropInstanceMerger::prop_preprocess(Transform transform, const Ref<PropData> &prop) {
ERR_FAIL_COND(!prop.is_valid());
int count = prop->get_prop_count();
for (int i = 0; i < count; ++i) {
Ref<PropDataEntry> e = prop->get_prop(i);
if (!e.is_valid())
continue;
Transform t = transform * e->get_transform();
Ref<PropDataProp> prop_entry_data = e;
if (prop_entry_data.is_valid()) {
Ref<PropData> p = prop_entry_data->get_prop();
if (!p.is_valid())
continue;
prop_preprocess(t, p);
continue;
}
Ref<PropDataScene> scene_data = e;
if (scene_data.is_valid()) {
Ref<PackedScene> sc = scene_data->get_scene();
if (!sc.is_valid())
continue;
Node *n = sc->instance();
add_child(n);
n->set_owner(this);
Spatial *sp = Object::cast_to<Spatial>(n);
if (sp) {
sp->set_transform(t);
}
continue;
}
/*
//Will create a Terralight node, and prop
//PropDataLight could use standard godot light nodes
Ref<PropDataLight> light_data = entry;
if (light_data.is_valid()) {
Ref<VoxelLight> light;
light.instance();
light->set_world_position(wp.x / get_voxel_scale(), wp.y / get_voxel_scale(), wp.z / get_voxel_scale());
light->set_color(light_data->get_light_color());
light->set_size(light_data->get_light_size());
light_add(light);
continue;
}
*/
#if MESH_DATA_RESOURCE_PRESENT
Ref<PropDataMeshData> mesh_data = e;
if (mesh_data.is_valid()) {
Ref<MeshDataResource> mdr = mesh_data->get_mesh();
if (!mdr.is_valid())
continue;
//add to job
//job could merge textures if needed
//chunk->mesh_data_resource_add(t, mdr, mesh_data->get_texture());
continue;
}
#endif
}
}
PropInstanceMerger::PropInstanceMerger() {
_build_queued = false;
_building = false;
#ifdef TEXTURE_PACKER_PRESENT
_merge_textures = true;
#endif
_first_lod_distance_squared = 20;
_lod_reduction_distance_squared = 10;
}
PropInstanceMerger::~PropInstanceMerger() {
_job.unref();
_prop_data.unref();
_materials.clear();
}
void PropInstanceMerger::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (_prop_data.is_valid()) {
build();
}
}
case NOTIFICATION_EXIT_TREE: {
if (_job.is_valid()) {
_job->set_cancelled(true);
}
free_meshes();
free_colliders();
}
}
}
void PropInstanceMerger::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_job"), &PropInstanceMerger::get_job);
ClassDB::bind_method(D_METHOD("set_job", "value"), &PropInstanceMerger::set_job);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "job", PROPERTY_HINT_RESOURCE_TYPE, "PropInstanceJob", 0), "set_job", "get_job");
#ifdef TEXTURE_PACKER_PRESENT
ClassDB::bind_method(D_METHOD("get_merge_textures"), &PropInstanceMerger::get_merge_textures);
ClassDB::bind_method(D_METHOD("set_merge_textures", "value"), &PropInstanceMerger::set_merge_textures);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "merge_textures"), "set_merge_textures", "get_merge_textures");
#endif
///Materials
ClassDB::bind_method(D_METHOD("material_get", "index"), &PropInstanceMerger::material_get);
ClassDB::bind_method(D_METHOD("material_add", "value"), &PropInstanceMerger::material_add);
ClassDB::bind_method(D_METHOD("material_get_num"), &PropInstanceMerger::material_get_num);
ClassDB::bind_method(D_METHOD("materials_clear"), &PropInstanceMerger::materials_clear);
ClassDB::bind_method(D_METHOD("materials_get"), &PropInstanceMerger::materials_get);
ClassDB::bind_method(D_METHOD("materials_set"), &PropInstanceMerger::materials_set);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "17/17:Material", PROPERTY_USAGE_DEFAULT, "Material"), "materials_set", "materials_get");
//Meshes
ClassDB::bind_method(D_METHOD("mesh_get", "index"), &PropInstanceMerger::mesh_get);
ClassDB::bind_method(D_METHOD("mesh_add", "value"), &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_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_get_num"), &PropInstanceMerger::collider_get_num);
ClassDB::bind_method(D_METHOD("colliders_clear"), &PropInstanceMerger::colliders_clear);
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");
//---
ClassDB::bind_method(D_METHOD("get_first_lod_distance_squared"), &PropInstanceMerger::get_first_lod_distance_squared);
ClassDB::bind_method(D_METHOD("set_first_lod_distance_squared", "value"), &PropInstanceMerger::set_first_lod_distance_squared);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "first_lod_distance_squared"), "set_first_lod_distance_squared", "get_first_lod_distance_squared");
ClassDB::bind_method(D_METHOD("get_lod_reduction_distance_squared"), &PropInstanceMerger::get_lod_reduction_distance_squared);
ClassDB::bind_method(D_METHOD("set_lod_reduction_distance_squared", "value"), &PropInstanceMerger::set_lod_reduction_distance_squared);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lod_reduction_distance_squared"), "set_lod_reduction_distance_squared", "get_lod_reduction_distance_squared");
//---
ClassDB::bind_method(D_METHOD("free_meshes"), &PropInstanceMerger::free_meshes);
ClassDB::bind_method(D_METHOD("free_colliders"), &PropInstanceMerger::free_colliders);
}

128
prop_instance_merger.h Normal file
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@ -0,0 +1,128 @@
/*
Copyright (c) 2020 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_INSTANCE_MERGER_H
#define PROP_INSTANCE_MERGER_H
#include "prop_instance.h"
#include "core/version.h"
#if VERSION_MAJOR < 4
#include "scene/3d/spatial.h"
#else
#include "scene/3d/node_3d.h"
#define Spatial Node3D
#endif
#include "core/math/vector3.h"
#include "prop_instance_prop_job.h"
#include "props/prop_data.h"
class MeshDataInstance;
class PropInstanceMerger : public PropInstance {
GDCLASS(PropInstanceMerger, PropInstance);
public:
Ref<PropInstanceJob> get_job();
void set_job(const Ref<PropInstanceJob> &job);
#ifdef TEXTURE_PACKER_PRESENT
bool get_merge_textures() const;
void set_merge_textures(const bool value);
#endif
///Materials
Ref<Material> material_get(const int index);
void material_add(const Ref<Material> &value);
int material_get_num() const;
void materials_clear();
Vector<Variant> materials_get();
void materials_set(const Vector<Variant> &materials);
//Meshes
RID mesh_get(const int index);
void mesh_add(const RID value);
int mesh_get_num() const;
void meshs_clear();
Vector<Variant> meshes_get();
void meshes_set(const Vector<Variant> &meshes);
//Colliders
RID collider_get(const int index);
void collider_add(const RID value);
int collider_get_num() const;
void colliders_clear();
Vector<Variant> colliders_get();
void colliders_set(const Vector<Variant> &colliders);
float get_first_lod_distance_squared();
void set_first_lod_distance_squared(const float dist);
float get_lod_reduction_distance_squared();
void set_lod_reduction_distance_squared(const float dist);
void free_meshes();
void free_colliders();
virtual void _init_materials();
virtual void _build();
virtual void _build_finished();
void prop_preprocess(Transform tarnsform, const Ref<PropData> &prop);
PropInstanceMerger();
~PropInstanceMerger();
protected:
void _notification(int p_what);
static void _bind_methods();
private:
Ref<PropData> _prop_data;
bool _build_queued;
bool _building;
Ref<PropInstancePropJob> _job;
#ifdef TEXTURE_PACKER_PRESENT
bool _merge_textures;
#endif
Vector<Ref<Material> > _materials;
Vector<RID> _meshes;
Vector<RID> _colliders;
float _first_lod_distance_squared;
float _lod_reduction_distance_squared;
};
#endif

View File

@ -41,6 +41,7 @@ SOFTWARE.
#include "prop_ess_entity.h"
#include "prop_instance.h"
#include "prop_instance_merger.h"
#include "prop_instance_job.h"
#include "prop_instance_prop_job.h"
@ -71,6 +72,7 @@ void register_props_types() {
ClassDB::register_class<PropMesherJobStep>();
ClassDB::register_class<PropInstance>();
ClassDB::register_class<PropInstanceMerger>();
ClassDB::register_class<PropESSEntity>();