Added TiledWall and TiledWallData classes. Just a skeleton for now.

This commit is contained in:
Relintai 2021-08-16 17:44:28 +02:00
parent 2c7ce2fc07
commit fbafc568d7
7 changed files with 634 additions and 0 deletions

3
SCsub
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@ -29,6 +29,9 @@ sources = [
"lights/prop_light.cpp",
"tiled_wall/tiled_wall.cpp",
"tiled_wall/tiled_wall_data.cpp",
"props/prop_data.cpp",
"props/prop_data_entry.cpp",
"props/prop_data_scene.cpp",

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@ -16,6 +16,9 @@ def get_doc_classes():
"PropDataScene",
"PropDataPortal",
"PropData",
"TiledWall",
"TiledWallData",
"PropDataProcessor",

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@ -30,6 +30,9 @@ SOFTWARE.
#include "core/engine.h"
#endif
#include "tiled_wall/tiled_wall.h"
#include "tiled_wall/tiled_wall_data.h"
#include "props/prop_data.h"
#include "props/prop_data_entry.h"
#include "props/prop_data_light.h"
@ -71,6 +74,9 @@ static PropUtils *prop_utils = NULL;
static PropCache *prop_texture_cache = NULL;
void register_props_types() {
ClassDB::register_class<TiledWall>();
ClassDB::register_class<TiledWallData>();
ClassDB::register_class<PropLight>();
ClassDB::register_class<PropData>();

244
tiled_wall/tiled_wall.cpp Normal file
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@ -0,0 +1,244 @@
#include "tiled_wall.h"
#include "core/version.h"
#include "core/version.h"
#include "scene/resources/texture.h"
#if VERSION_MAJOR < 4
#include "core/image.h"
#define GET_WORLD get_world
#else
#include "core/io/image.h"
#define GET_WORLD get_world_3d
#endif
#if TEXTURE_PACKER_PRESENT
#include "../../texture_packer/texture_resource/packer_image_resource.h"
#endif
#include "scene/3d/mesh_instance.h"
int TiledWall::get_width() const {
return _width;
}
void TiledWall::set_width(const int value) {
_width = value;
}
int TiledWall::get_heigt() const {
return _height;
}
void TiledWall::set_heigt(const int value) {
_height = value;
}
Ref<Texture> TiledWall::get_texture() {
return _texture;
}
void TiledWall::set_texture(const Ref<Texture> &texture) {
_texture = texture;
setup_material_texture();
refresh();
}
Ref<Material> TiledWall::get_material() {
return _material;
}
void TiledWall::set_material(const Ref<Material> &mat) {
_material = mat;
setup_material_texture();
refresh();
}
AABB TiledWall::get_aabb() const {
return AABB();
}
PoolVector<Face3> TiledWall::get_faces(uint32_t p_usage_flags) const {
PoolVector<Face3> faces;
/*
if (_mesh.is_valid()) {
Array arrs = _mesh->get_array_const();
if (arrs.size() != Mesh::ARRAY_MAX) {
return faces;
}
PoolVector<Vector3> vertices = arrs[Mesh::ARRAY_VERTEX];
PoolVector<int> indices = arrs[Mesh::ARRAY_INDEX];
int ts = indices.size() / 3;
faces.resize(ts);
PoolVector<Face3>::Write w = faces.write();
PoolVector<Vector3>::Read rv = vertices.read();
PoolVector<int>::Read ri = indices.read();
for (int i = 0; i < ts; i++) {
int im3 = (i * 3);
for (int j = 0; j < 3; j++) {
w[i].vertex[j] = rv[indices[im3 + j]];
}
}
w.release();
}
*/
return faces;
}
void TiledWall::refresh() {
if (!is_inside_tree()) {
return;
}
/*
if (_mesh_rid == RID()) {
_mesh_rid = VisualServer::get_singleton()->mesh_create();
VS::get_singleton()->instance_set_base(get_instance(), _mesh_rid);
}
VisualServer::get_singleton()->mesh_clear(_mesh_rid);
if (!_mesh.is_valid()) {
return;
}
Array arr = _mesh->get_array();
if (arr.size() != Mesh::ARRAY_MAX) {
return;
}
PoolVector<Vector3> vertices = arr[Mesh::ARRAY_VERTEX];
if (vertices.size() == 0) {
return;
}
VisualServer::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
if (_material.is_valid()) {
VisualServer::get_singleton()->mesh_surface_set_material(_mesh_rid, 0, _material->get_rid());
}
*/
}
void TiledWall::setup_material_texture() {
if (!is_inside_tree()) {
return;
}
if (!_texture.is_valid()) {
if (_material.is_valid()) {
Ref<SpatialMaterial> sm = _material;
if (!sm.is_valid()) {
return;
}
sm->set_texture(SpatialMaterial::TEXTURE_ALBEDO, _texture);
}
return;
} else {
Ref<SpatialMaterial> sm = _material;
if (!sm.is_valid()) {
return;
}
#if TEXTURE_PACKER_PRESENT
Ref<PackerImageResource> r = _texture;
if (r.is_valid()) {
Ref<Image> i = r->get_data();
Ref<ImageTexture> tex;
tex.instance();
#if VERSION_MAJOR < 4
tex->create_from_image(i, 0);
#else
tex->create_from_image(i);
#endif
if (sm.is_valid()) {
sm->set_texture(SpatialMaterial::TEXTURE_ALBEDO, tex);
}
return;
}
#endif
sm->set_texture(SpatialMaterial::TEXTURE_ALBEDO, _texture);
}
}
void TiledWall::free_meshes() {
if (_mesh_rid != RID()) {
VS::get_singleton()->free(_mesh_rid);
_mesh_rid = RID();
}
}
TiledWall::TiledWall() {
_width = 1;
_height = 1;
//temporary
set_portal_mode(PORTAL_MODE_GLOBAL);
//set_notify_transform(true);
}
TiledWall::~TiledWall() {
_texture.unref();
}
void TiledWall::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
setup_material_texture();
refresh();
break;
}
case NOTIFICATION_EXIT_TREE: {
free_meshes();
break;
}
/*
case NOTIFICATION_TRANSFORM_CHANGED: {
VisualServer *vs = VisualServer::get_singleton();
vs->instance_set_transform(get_instance(), get_global_transform());
break;
}*/
}
}
void TiledWall::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_width"), &TiledWall::get_width);
ClassDB::bind_method(D_METHOD("set_width", "value"), &TiledWall::set_width);
ADD_PROPERTY(PropertyInfo(Variant::INT, "width"), "set_width", "get_width");
ClassDB::bind_method(D_METHOD("get_heigt"), &TiledWall::get_heigt);
ClassDB::bind_method(D_METHOD("set_heigt", "value"), &TiledWall::set_heigt);
ADD_PROPERTY(PropertyInfo(Variant::INT, "heigt"), "set_heigt", "get_heigt");
ClassDB::bind_method(D_METHOD("get_texture"), &TiledWall::get_texture);
ClassDB::bind_method(D_METHOD("set_texture", "value"), &TiledWall::set_texture);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ClassDB::bind_method(D_METHOD("get_material"), &TiledWall::get_material);
ClassDB::bind_method(D_METHOD("set_material", "value"), &TiledWall::set_material);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
ClassDB::bind_method(D_METHOD("refresh"), &TiledWall::refresh);
}

94
tiled_wall/tiled_wall.h Normal file
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@ -0,0 +1,94 @@
/*
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 TILED_WALL_H
#define TILED_WALL_H
#include "core/version.h"
#include "scene/resources/texture.h"
#if VERSION_MAJOR < 4
#include "scene/3d/visual_instance.h"
#else
#include "scene/3d/node_3d.h"
#define SpatialMaterial StandardMaterial3D
#define Spatial Node3D
#define Texture Texture2D
#endif
#include "core/math/vector3.h"
class PropInstance;
class TiledWall : public GeometryInstance {
GDCLASS(TiledWall, GeometryInstance);
public:
int get_width() const;
void set_width(const int value);
int get_heigt() const;
void set_heigt(const int value);
//array textures
//array flavour textures
//this class->add merger
//merge tex then:
//mesher->draw_tiled_wall(width, height, transform, array texture_rects, array flavour texture_rects, int tilemode)
//for propinstancemerger-> same, in diff thread
//job->add_wall()->add in the propentry + a transform -> can be easily meshed
//get_faces -> keep mesh in mesher -> query
Ref<Texture> get_texture();
void set_texture(const Ref<Texture> &texture);
Ref<Material> get_material();
void set_material(const Ref<Material> &mat);
AABB get_aabb() const;
PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
void refresh();
void setup_material_texture();
void free_meshes();
TiledWall();
~TiledWall();
protected:
void _notification(int p_what);
static void _bind_methods();
private:
int _width;
int _height;
Ref<Texture> _texture;
Ref<Material> _material;
RID _mesh_rid;
};
#endif

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@ -0,0 +1,183 @@
/*
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 "tiled_wall_data.h"
#if VERSION_MAJOR < 4
#include "servers/physics_server.h"
#else
#include "servers/physics_server_3d.h"
#define Shape Shape3D
#endif
int TiledWallData::get_id() const {
return _id;
}
void TiledWallData::set_id(const int value) {
_id = value;
}
bool TiledWallData::get_snap_to_mesh() const {
return _snap_to_mesh;
}
void TiledWallData::set_snap_to_mesh(const bool value) {
_snap_to_mesh = value;
}
Vector3 TiledWallData::get_snap_axis() const {
return _snap_axis;
}
void TiledWallData::set_snap_axis(const Vector3 &value) {
_snap_axis = value;
}
Ref<Texture> TiledWallData::get_prop(const int index) const {
ERR_FAIL_INDEX_V(index, _props.size(), Ref<Texture>());
return _props.get(index);
}
void TiledWallData::set_prop(const int index, const Ref<Texture> prop) {
ERR_FAIL_INDEX(index, _props.size());
_props.set(index, prop);
}
void TiledWallData::add_prop(const Ref<Texture> prop) {
_props.push_back(prop);
}
void TiledWallData::remove_prop(const int index) {
ERR_FAIL_INDEX(index, _props.size());
_props.remove(index);
}
int TiledWallData::get_prop_count() const {
return _props.size();
}
Vector<Variant> TiledWallData::get_props() {
Vector<Variant> r;
for (int i = 0; i < _props.size(); i++) {
#if VERSION_MAJOR < 4
r.push_back(_props[i].get_ref_ptr());
#else
r.push_back(_props[i]);
#endif
}
return r;
}
void TiledWallData::set_props(const Vector<Variant> &props) {
_props.clear();
for (int i = 0; i < props.size(); i++) {
Ref<Texture> prop = Ref<Texture>(props[i]);
_props.push_back(prop);
}
}
#if TEXTURE_PACKER_PRESENT
void TiledWallData::add_textures_into(Ref<TexturePacker> texture_packer) {
ERR_FAIL_COND(!texture_packer.is_valid());
for (int i = 0; i < _props.size(); ++i) {
Ref<Texture> entry = _props.get(i);
if (entry.is_valid()) {
texture_packer->add_texture(entry);
}
}
}
#endif
bool TiledWallData::get_is_room() const {
return _is_room;
}
void TiledWallData::set_is_room(const bool value) {
_is_room = value;
}
PoolVector3Array TiledWallData::get_room_bounds() {
return _room_bounds;
}
void TiledWallData::set_room_bounds(const PoolVector3Array &bounds) {
_room_bounds = bounds;
}
void TiledWallData::copy_from(const Ref<TiledWallData> &prop_data) {
_id = prop_data->_id;
_snap_to_mesh = prop_data->_snap_to_mesh;
_snap_axis = prop_data->_snap_axis;
_props.clear();
for (int i = 0; i < prop_data->_props.size(); ++i) {
_props.push_back(prop_data->_props[i]);
}
emit_changed();
}
TiledWallData::TiledWallData() {
_id = 0;
_snap_to_mesh = false;
_is_room = false;
_snap_axis = Vector3(0, -1, 0);
}
TiledWallData::~TiledWallData() {
_props.clear();
}
void TiledWallData::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &TiledWallData::get_snap_to_mesh);
ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &TiledWallData::set_snap_to_mesh);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
ClassDB::bind_method(D_METHOD("get_snap_axis"), &TiledWallData::get_snap_axis);
ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &TiledWallData::set_snap_axis);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
ClassDB::bind_method(D_METHOD("get_prop", "index"), &TiledWallData::get_prop);
ClassDB::bind_method(D_METHOD("set_prop", "index", "spell"), &TiledWallData::set_prop);
ClassDB::bind_method(D_METHOD("add_prop", "prop"), &TiledWallData::add_prop);
ClassDB::bind_method(D_METHOD("remove_prop", "index"), &TiledWallData::remove_prop);
ClassDB::bind_method(D_METHOD("get_prop_count"), &TiledWallData::get_prop_count);
ClassDB::bind_method(D_METHOD("get_props"), &TiledWallData::get_props);
ClassDB::bind_method(D_METHOD("set_props", "props"), &TiledWallData::set_props);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "props", PROPERTY_HINT_NONE, "17/17:Texture", PROPERTY_USAGE_DEFAULT, "Texture"), "set_props", "get_props");
#if TEXTURE_PACKER_PRESENT
ClassDB::bind_method(D_METHOD("add_textures_into", "texture_packer"), &TiledWallData::add_textures_into);
#endif
ClassDB::bind_method(D_METHOD("get_is_room"), &TiledWallData::get_is_room);
ClassDB::bind_method(D_METHOD("set_is_room", "value"), &TiledWallData::set_is_room);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_room"), "set_is_room", "get_is_room");
ClassDB::bind_method(D_METHOD("get_room_bounds"), &TiledWallData::get_room_bounds);
ClassDB::bind_method(D_METHOD("set_room_bounds", "value"), &TiledWallData::set_room_bounds);
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "room_bounds"), "set_room_bounds", "get_room_bounds");
ClassDB::bind_method(D_METHOD("copy_from", "prop_data"), &TiledWallData::copy_from);
}

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@ -0,0 +1,101 @@
/*
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 TILED_WALL_DATA_H
#define TILED_WALL_DATA_H
#include "core/version.h"
#if VERSION_MAJOR > 3
#include "core/object/reference.h"
#include "core/templates/vector.h"
#else
#include "core/reference.h"
#include "core/vector.h"
#endif
#include "core/math/rect2.h"
#include "core/math/transform.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/version.h"
#include "scene/resources/texture.h"
#if TEXTURE_PACKER_PRESENT
#include "../../texture_packer/texture_packer.h"
#endif
class TiledWallData : public Resource {
GDCLASS(TiledWallData, Resource);
public:
int get_id() const;
void set_id(const int value);
bool get_snap_to_mesh() const;
void set_snap_to_mesh(const bool value);
Vector3 get_snap_axis() const;
void set_snap_axis(const Vector3 &value);
Ref<Texture> get_prop(const int index) const;
void set_prop(const int index, const Ref<Texture> prop);
void add_prop(const Ref<Texture> prop);
void remove_prop(const int index);
int get_prop_count() const;
Vector<Variant> get_props();
void set_props(const Vector<Variant> &props);
#if TEXTURE_PACKER_PRESENT
void add_textures_into(Ref<TexturePacker> texture_packer);
#endif
bool get_is_room() const;
void set_is_room(const bool value);
PoolVector3Array get_room_bounds();
void set_room_bounds(const PoolVector3Array &bounds);
void copy_from(const Ref<TiledWallData> &prop_data);
TiledWallData();
~TiledWallData();
protected:
static void _bind_methods();
private:
int _id;
bool _snap_to_mesh;
Vector3 _snap_axis;
Vector<Ref<Texture>> _props;
bool _is_room;
PoolVector3Array _room_bounds;
};
#endif