mirror of
https://github.com/Relintai/props.git
synced 2024-11-12 10:15:25 +01:00
488 lines
14 KiB
C++
488 lines
14 KiB
C++
/*
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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 "core/version.h"
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#if VERSION_MAYOR > 3
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#define GET_WORLD get_world_3d
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#else
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#define GET_WORLD get_world
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#endif
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#include "prop_instance.h"
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#include "prop_instance_merger.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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#if TEXTURE_PACKER_PRESENT
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#include "../texture_packer/texture_packer.h"
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#endif
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#if MESH_DATA_RESOURCE_PRESENT
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//define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling,
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//but not when included from here.
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#define PROPS_PRESENT 1
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#include "../mesh_data_resource/props/prop_data_mesh_data.h"
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#endif
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#if TEXTURE_PACKER_PRESENT
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Ref<TexturePacker> PropInstancePropJob::get_texture_packer() {
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return _texture_packer;
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}
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void PropInstancePropJob::set_texture_packer(const Ref<TexturePacker> &packer) {
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_texture_packer = packer;
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}
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#endif
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PropInstanceMerger *PropInstancePropJob::get_prop_instace() {
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return _prop_instace;
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}
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void PropInstancePropJob::set_prop_instace(PropInstanceMerger *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<PropInstanceMerger>(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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#if MESH_DATA_RESOURCE_PRESENT
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void PropInstancePropJob::add_mesh(const Ref<PropDataMeshData> &mesh_data, const Transform &base_transform) {
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PMDREntry e;
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e.mesh_data = mesh_data;
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e.base_transform = base_transform;
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_prop_mesh_datas.push_back(e);
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}
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void PropInstancePropJob::clear_meshes() {
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_prop_mesh_datas.clear();
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}
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#endif
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void PropInstancePropJob::phase_physics_process() {
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//TODO this should only update the differences
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for (int i = 0; i < _prop_instace->collider_get_num(); ++i) {
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PhysicsServer::get_singleton()->free(_prop_instace->collider_body_get(i));
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}
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_prop_instace->colliders_clear();
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#ifdef MESH_DATA_RESOURCE_PRESENT
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for (int i = 0; i < _prop_mesh_datas.size(); ++i) {
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PMDREntry &e = _prop_mesh_datas.write[i];
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Ref<PropDataMeshData> pe = e.mesh_data;
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ERR_CONTINUE(!pe.is_valid());
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Ref<MeshDataResource> mdr = pe->get_mesh();
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ERR_CONTINUE(!mdr.is_valid());
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Transform t = pe->get_transform();
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t *= e.base_transform;
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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 = t;
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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 (_prop_instace->is_inside_tree() && _prop_instace->is_inside_world()) {
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Ref<World> world = _prop_instace->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, _prop_instace->get_transform() * transform);
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_prop_instace->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() && _prop_instace->collider_get_num() > 0) {
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_prop_instace->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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if (!_prop_mesher.is_valid()) {
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set_complete(true); //So threadpool knows it's done
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return;
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}
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if (should_do()) {
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if (_prop_mesh_datas.size() == 0) {
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set_complete(true); //So threadpool knows it's done
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return;
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}
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for (int i = 0; i < _prop_mesh_datas.size(); ++i) {
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PMDREntry &e = _prop_mesh_datas.write[i];
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Ref<PropDataMeshData> pmd = e.mesh_data;
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Ref<MeshDataResource> mesh = pmd->get_mesh();
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Ref<Texture> tex = pmd->get_texture();
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Transform t = pmd->get_transform();
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t *= e.base_transform;
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Rect2 uvr = Rect2(0, 0, 1, 1);
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if (_texture_packer.is_valid() && tex.is_valid()) {
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Ref<AtlasTexture> at = _texture_packer->get_texture(tex);
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if (at.is_valid()) {
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uvr = at->get_region();
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}
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}
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get_prop_mesher()->add_mesh_data_resource_transform(mesh, t, uvr);
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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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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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/*
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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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_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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*/
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/*
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//lights should be added here by the prop instance preemtively
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//Also this system should use it's own lights
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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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*/
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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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if (should_do()) {
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if (_prop_instace->mesh_get_num() == 0) {
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_prop_instace->meshes_create(1);
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}
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RID mesh_rid = _prop_instace->mesh_get(0);
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/*
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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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RID mesh_rid = _prop_instace->mesh_get(0);
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> mat = _prop_instace->material_get(0);
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if (mat.is_valid())
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VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, mat->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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/*
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//skip lod generation for now
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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(
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chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_TERRARIN, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i), 0,
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chunk->get_library()->prop_material_get(i)->get_rid());
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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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#endif
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}
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*/
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}
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#endif
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set_complete(true); //So threadpool knows it's done
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finished();
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}
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void PropInstancePropJob::_physics_process(float delta) {
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if (_phase == 0)
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phase_physics_process();
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}
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void PropInstancePropJob::_execute_phase() {
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/*
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<TerramanLibrary> library = _chunk->get_library();
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ERR_FAIL_COND(!library.is_valid());
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Ref<TerraChunkDefault> chunk = _chunk;
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if (!chunk.is_valid()
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#ifdef MESH_DATA_RESOURCE_PRESENT
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|| chunk->mesh_data_resource_get_count() == 0
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#endif
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) {
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set_complete(true);
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finished();
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return;
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}
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*/
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if (_phase == 1) {
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//phase_prop();
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} else if (_phase > 1) {
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set_complete(true); //So threadpool knows it's done
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finished();
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ERR_FAIL_MSG("PropInstancePropJob: _phase is too high!");
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}
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set_complete(true); //So threadpool knows it's done
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finished();
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}
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void PropInstancePropJob::_reset() {
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PropInstanceJob::_reset();
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_build_done = false;
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_phase = 0;
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if (get_prop_mesher().is_valid()) {
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get_prop_mesher()->reset();
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}
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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PropInstancePropJob::PropInstancePropJob() {
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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_prop_instace = NULL;
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}
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PropInstancePropJob::~PropInstancePropJob() {
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}
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void PropInstancePropJob::_bind_methods() {
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#if TEXTURE_PACKER_PRESENT
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ClassDB::bind_method(D_METHOD("get_texture_packer"), &PropInstancePropJob::get_texture_packer);
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ClassDB::bind_method(D_METHOD("set_texture_packer", "packer"), &PropInstancePropJob::set_texture_packer);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_packer", PROPERTY_HINT_RESOURCE_TYPE, "TexturePacker", 0), "set_texture_packer", "get_texture_packer");
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#endif
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ClassDB::bind_method(D_METHOD("get_prop_mesher"), &PropInstancePropJob::get_prop_mesher);
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ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &PropInstancePropJob::set_prop_mesher);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "PropMesher", 0), "set_prop_mesher", "get_prop_mesher");
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ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &PropInstancePropJob::_physics_process);
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}
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