props/prop_instance_merger.cpp

980 lines
25 KiB
C++

#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;
#define GET_WORLD get_world_3d
#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"
#define GET_WORLD get_world
#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"
#include "jobs/prop_mesher_job_step.h"
#include "lights/prop_light.h"
#include "material_cache/prop_material_cache.h"
#include "scene/3d/camera.h"
#if TEXTURE_PACKER_PRESENT
#include "./singleton/prop_cache.h"
#endif
#if THREAD_POOL_PRESENT
#include "../thread_pool/thread_pool.h"
#endif
#include "./props/prop_data_tiled_wall.h"
#include "tiled_wall/tiled_wall_data.h"
#include "scene/resources/box_shape.h"
const float PropInstanceMerger::LOD_CHECK_INTERVAL = 2;
bool PropInstanceMerger::get_building() {
return _building;
}
void PropInstanceMerger::set_building(const bool value) {
_building = value;
set_physics_process_internal(_building);
if (!_auto_lod_on) {
set_process_internal(_building);
}
}
int PropInstanceMerger::get_lod_level() {
return _lod_level;
}
void PropInstanceMerger::set_lod_level(const int value) {
_lod_level = value;
if (_lod_level < 0) {
_lod_level = 0;
}
apply_lod_level();
}
bool PropInstanceMerger::get_auto_lod() {
return _auto_lod;
}
void PropInstanceMerger::set_auto_lod(const bool value) {
_auto_lod = value;
check_auto_lod();
}
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;
}
Ref<PropInstanceJob> PropInstanceMerger::get_job() {
return _job;
}
void PropInstanceMerger::set_job(const Ref<PropInstanceJob> &job) {
_job = job;
}
//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].mesh;
}
RID PropInstanceMerger::mesh_instance_get(const int index) {
ERR_FAIL_INDEX_V(index, _meshes.size(), RID());
return _meshes[index].mesh_instance;
}
void PropInstanceMerger::mesh_add(const RID mesh_instance, const RID mesh) {
MeshEntry e;
e.mesh = mesh;
e.mesh_instance = mesh_instance;
_meshes.push_back(e);
}
int PropInstanceMerger::mesh_get_num() const {
return _meshes.size();
}
void PropInstanceMerger::meshes_clear() {
_meshes.clear();
}
void PropInstanceMerger::meshes_create(const int num) {
free_meshes();
for (int i = 0; i < num; ++i) {
RID mesh_instance_rid = VS::get_singleton()->instance_create();
if (GET_WORLD().is_valid())
VS::get_singleton()->instance_set_scenario(mesh_instance_rid, GET_WORLD()->get_scenario());
RID mesh_rid = VS::get_singleton()->mesh_create();
VS::get_singleton()->instance_set_base(mesh_instance_rid, mesh_rid);
VS::get_singleton()->instance_set_transform(mesh_instance_rid, get_transform());
VS::get_singleton()->instance_set_visible(mesh_instance_rid, false);
MeshEntry e;
e.mesh = mesh_rid;
e.mesh_instance = mesh_instance_rid;
_meshes.push_back(e);
}
apply_lod_level();
}
Vector<Variant> PropInstanceMerger::meshes_get() {
Vector<Variant> r;
for (int i = 0; i < _meshes.size(); i++) {
Array a;
a.push_back(_meshes[i].mesh);
a.push_back(_meshes[i].mesh_instance);
r.push_back(a);
}
return r;
}
void PropInstanceMerger::meshes_set(const Vector<Variant> &meshs) {
_meshes.clear();
for (int i = 0; i < _meshes.size(); i++) {
Array arr = Array(meshs[i]);
ERR_CONTINUE(arr.size() != 2);
MeshEntry e;
e.mesh = RID(arr[0]);
e.mesh_instance = RID(arr[1]);
_meshes.push_back(e);
}
}
//Collider
Transform PropInstanceMerger::collider_local_transform_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), Transform());
return _colliders[index].transform;
}
RID PropInstanceMerger::collider_body_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
return _colliders[index].body;
}
Ref<Shape> PropInstanceMerger::collider_shape_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), Ref<Shape>());
return _colliders[index].shape;
}
RID PropInstanceMerger::collider_shape_rid_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
return _colliders[index].shape_rid;
}
int PropInstanceMerger::collider_add(const Transform &local_transform, const Ref<Shape> &shape, const RID &shape_rid, const RID &body, const bool owns_shape) {
ERR_FAIL_COND_V(!shape.is_valid() && shape_rid == RID(), 0);
int index = _colliders.size();
ColliderBody e;
e.transform = local_transform;
e.body = body;
e.shape = shape;
e.shape_rid = shape_rid;
e.owns_shape = owns_shape;
_colliders.push_back(e);
return index;
}
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].body);
}
return r;
}
void PropInstanceMerger::colliders_set(const Vector<Variant> &colliders) {
_colliders.clear();
for (int i = 0; i < colliders.size(); i++) {
RID collider = (colliders[i]);
ColliderBody c;
c.body = collider;
_colliders.push_back(c);
}
}
void PropInstanceMerger::check_auto_lod() {
if (!_auto_lod) {
_auto_lod_on = false;
return;
}
if (_meshes.size() <= 1) {
_auto_lod_on = false;
if (!_building) {
set_process_internal(false);
}
return;
}
_auto_lod_on = true;
set_process_internal(true);
}
void PropInstanceMerger::apply_lod_level() {
if (_meshes.size() == 0) {
return;
}
VisualServer *vs = VisualServer::get_singleton();
for (int i = 0; i < _meshes.size(); ++i) {
RID mi = _meshes[i].mesh_instance;
if (mi == RID()) {
continue;
}
vs->instance_set_visible(mi, false);
}
if (!is_inside_tree()) {
return;
}
if (!is_visible_in_tree()) {
return;
}
int indx = _lod_level;
if (_meshes.size() <= _lod_level) {
indx = _meshes.size() - 1;
}
RID mi = _meshes[indx].mesh_instance;
if (mi == RID()) {
return;
}
vs->instance_set_visible(mi, true);
}
void PropInstanceMerger::debug_mesh_allocate() {
if (_debug_mesh_rid == RID()) {
_debug_mesh_rid = VisualServer::get_singleton()->mesh_create();
}
if (_debug_mesh_instance == RID()) {
_debug_mesh_instance = VisualServer::get_singleton()->instance_create();
if (GET_WORLD().is_valid())
VS::get_singleton()->instance_set_scenario(_debug_mesh_instance, GET_WORLD()->get_scenario());
VS::get_singleton()->instance_set_base(_debug_mesh_instance, _debug_mesh_rid);
VS::get_singleton()->instance_set_transform(_debug_mesh_instance, get_transform());
VS::get_singleton()->instance_set_visible(_debug_mesh_instance, true);
}
}
void PropInstanceMerger::debug_mesh_free() {
if (_debug_mesh_instance != RID()) {
VisualServer::get_singleton()->free(_debug_mesh_instance);
}
if (_debug_mesh_rid != RID()) {
VisualServer::get_singleton()->free(_debug_mesh_rid);
}
}
bool PropInstanceMerger::debug_mesh_has() {
return _debug_mesh_rid != RID();
}
void PropInstanceMerger::debug_mesh_clear() {
if (_debug_mesh_rid != RID()) {
VisualServer::get_singleton()->mesh_clear(_debug_mesh_rid);
}
}
void PropInstanceMerger::debug_mesh_array_clear() {
_debug_mesh_array.resize(0);
}
void PropInstanceMerger::debug_mesh_add_vertices_to(const PoolVector3Array &arr) {
_debug_mesh_array.append_array(arr);
if (_debug_mesh_array.size() % 2 == 1) {
_debug_mesh_array.append(_debug_mesh_array[_debug_mesh_array.size() - 1]);
}
}
void PropInstanceMerger::debug_mesh_send() {
debug_mesh_allocate();
debug_mesh_clear();
if (_debug_mesh_array.size() == 0)
return;
SceneTree *st = SceneTree::get_singleton();
Array arr;
arr.resize(VisualServer::ARRAY_MAX);
arr[VisualServer::ARRAY_VERTEX] = _debug_mesh_array;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(_debug_mesh_rid, VisualServer::PRIMITIVE_LINES, arr);
if (st) {
VisualServer::get_singleton()->mesh_surface_set_material(_debug_mesh_rid, 0, SceneTree::get_singleton()->get_debug_collision_material()->get_rid());
}
debug_mesh_array_clear();
}
void PropInstanceMerger::draw_debug_mdr_colliders() {
if (!debug_mesh_has()) {
debug_mesh_allocate();
}
for (int i = 0; i < collider_get_num(); ++i) {
Ref<Shape> shape = collider_shape_get(i);
if (!shape.is_valid()) {
continue;
}
Transform t = collider_local_transform_get(i);
shape->add_vertices_to_array(_debug_mesh_array, t);
}
debug_mesh_send();
}
void PropInstanceMerger::free_meshes() {
RID rid;
for (int i = 0; i < _meshes.size(); ++i) {
MeshEntry &e = _meshes.write[i];
if (e.mesh_instance != rid) {
VS::get_singleton()->free(e.mesh_instance);
}
if (e.mesh != rid) {
VS::get_singleton()->free(e.mesh);
}
e.mesh_instance = rid;
e.mesh = rid;
}
}
void PropInstanceMerger::free_colliders() {
for (int i = 0; i < _colliders.size(); ++i) {
ColliderBody &e = _colliders.write[i];
PhysicsServer::get_singleton()->free(e.body);
e.body = RID();
if (e.owns_shape) {
e.shape.unref();
e.shape_rid = RID();
}
}
}
void PropInstanceMerger::_init_materials() {
}
void PropInstanceMerger::_build() {
if (_building) {
return;
}
if (!is_inside_tree() || !get_world().is_valid()) {
queue_build();
return;
}
set_building(true);
_build_queued = false;
if (_job.is_valid()) {
_job->reset_meshes();
}
_job->clear_lights();
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()) {
set_building(false);
return;
}
if (!is_inside_tree()) {
set_building(false);
_build_queued = true;
return;
}
_job->reset();
Ref<PropMaterialCache> cache = PropCache::get_singleton()->material_cache_get(_prop_data);
if (!cache->get_initialized()) {
//lock it!
cache->mutex_lock();
//check again, this thread might have gotten here after an another one already did the initialization!
//this check might not be needed here
if (!cache->get_initialized()) {
//this will set up materials, and settings
//needs to be called from the main thread!
cache->initial_setup_default();
}
cache->mutex_unlock();
}
_job->set_material_cache(cache);
prop_preprocess(Transform(), _prop_data);
/*
Don't submit here, as it starts in physics process mode
#if THREAD_POOL_PRESENT
ThreadPool::get_singleton()->add_job(_job);
#else
_job->execute();
#endif
*/
}
void PropInstanceMerger::_build_finished() {
set_building(false);
apply_lod_level();
check_auto_lod();
notification(NOTIFICATION_TRANSFORM_CHANGED);
if (_build_queued) {
call_deferred("build");
}
}
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<PropDataTiledWall> tiled_wall_data = e;
if (tiled_wall_data.is_valid()) {
_job->add_tiled_wall(tiled_wall_data, t);
if (tiled_wall_data->get_collision()) {
Ref<BoxShape> tws;
tws.instance();
float hew = tiled_wall_data->get_width() / 2.0;
float heh = tiled_wall_data->get_heigth() / 2.0;
tws->set_extents(Vector3(hew, heh, 0.01));
Transform tt = t;
//tt.origin += Vector3(hew, heh, 0);
tt.translate(hew, heh, 0);
_job->add_collision_shape(tws, tt, true);
}
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 = e;
if (light_data.is_valid()) {
Ref<PropLight> light;
light.instance();
Vector3 v = t.xform(Vector3());
light->set_position(v);
light->set_color(light_data->get_light_color());
light->set_size(light_data->get_light_size());
_job->add_light(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;
_job->add_mesh(mesh_data, t);
for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
_job->add_collision_shape(mdr->get_collision_shape(j), t * mdr->get_collision_shape_offset(j));
}
}
#endif
}
}
void PropInstanceMerger::collision_layer_changed() {
for (int i = 0; i < _colliders.size(); ++i) {
const ColliderBody &c = _colliders[i];
if (c.body != RID()) {
PhysicsServer::get_singleton()->body_set_collision_layer(c.body, _collision_layer);
}
}
}
void PropInstanceMerger::collision_mask_changed() {
for (int i = 0; i < _colliders.size(); ++i) {
const ColliderBody &c = _colliders[i];
if (c.body != RID()) {
PhysicsServer::get_singleton()->body_set_collision_mask(c.body, _collision_mask);
}
}
}
PropInstanceMerger::PropInstanceMerger() {
_build_queued = false;
_auto_lod = true;
_auto_lod_on = false;
_lod_level = 0;
//randomize so even if there is a lot they won't check for this at the same frame
_lod_check_timer = Math::randf() * LOD_CHECK_INTERVAL;
set_building(false);
set_notify_transform(true);
_first_lod_distance_squared = 1000;
_lod_reduction_distance_squared = 600;
//todo this should probably be in a virtual method, like in Terraman or Voxelman
_job = Ref<PropInstancePropJob>(memnew(PropInstancePropJob()));
_job->set_prop_instace(this);
Ref<PropMesherJobStep> js;
js.instance();
js->set_job_type(PropMesherJobStep::TYPE_NORMAL);
_job->add_jobs_step(js);
js.instance();
js->set_job_type(PropMesherJobStep::TYPE_MERGE_VERTS);
_job->add_jobs_step(js);
js.instance();
js->set_job_type(PropMesherJobStep::TYPE_BAKE_TEXTURE);
_job->add_jobs_step(js);
}
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()) {
_job->prop_instance_enter_tree();
call_deferred("build");
}
break;
}
case NOTIFICATION_EXIT_TREE: {
if (_job.is_valid()) {
_job->prop_instance_exit_tree();
_job->set_cancelled(true);
}
free_meshes();
free_colliders();
break;
}
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (_building) {
if (!_job.is_valid()) {
return;
}
if (_job->get_build_phase_type() == PropInstanceJob::BUILD_PHASE_TYPE_PHYSICS_PROCESS) {
_job->physics_process(get_physics_process_delta_time());
if (_job->get_build_phase_type() == PropInstanceJob::BUILD_PHASE_TYPE_NORMAL) {
#if THREAD_POOL_PRESENT
ThreadPool::get_singleton()->add_job(_job);
#else
job->execute();
#endif
}
}
}
break;
}
case NOTIFICATION_INTERNAL_PROCESS: {
if (_building) {
if (!_job.is_valid()) {
return;
}
if (_job->get_build_phase_type() == PropInstanceJob::BUILD_PHASE_TYPE_PROCESS) {
_job->process(get_process_delta_time());
if (_job->get_build_phase_type() == PropInstanceJob::BUILD_PHASE_TYPE_NORMAL) {
#if THREAD_POOL_PRESENT
ThreadPool::get_singleton()->add_job(_job);
#else
job->execute();
#endif
}
}
} else {
if (!_auto_lod_on) {
return;
}
if (_meshes.size() == 0) {
return;
}
_lod_check_timer += get_process_delta_time();
if (_lod_check_timer > LOD_CHECK_INTERVAL) {
_lod_check_timer = 0;
if (!is_visible_in_tree()) {
return;
}
SceneTree *st = get_tree();
if (st) {
Viewport *vp = st->get_root();
if (vp) {
Camera *cam = vp->get_camera();
if (cam) {
Vector3 cam_world_pos = cam->get_global_transform().xform(Vector3());
Vector3 world_pos = get_global_transform().xform(Vector3());
Vector3 dstv = cam_world_pos - world_pos;
float dst = dstv.length_squared();
if (dst <= _first_lod_distance_squared) {
set_lod_level(0);
return;
}
dst -= _first_lod_distance_squared;
dst /= _lod_reduction_distance_squared;
int dstl = static_cast<int>(dst);
//the lod udpate method handles it if it's higher that the max generated lod level
set_lod_level(dstl + 1);
}
}
}
}
}
break;
}
case NOTIFICATION_TRANSFORM_CHANGED: {
Transform new_transform = get_global_transform();
//Don't do this check, so this can be used to setmesh positions after a build
//if (new_transform == _last_transform) {
// break;
//}
_last_transform = new_transform;
VisualServer *vs = VisualServer::get_singleton();
for (int i = 0; i < _meshes.size(); ++i) {
RID mir = _meshes[i].mesh_instance;
if (mir != RID()) {
vs->instance_set_transform(mir, new_transform);
}
}
if (_debug_mesh_instance != RID()) {
vs->instance_set_transform(_debug_mesh_instance, new_transform);
}
for (int i = 0; i < _colliders.size(); ++i) {
const ColliderBody &c = _colliders[i];
if (c.body != RID()) {
PhysicsServer::get_singleton()->body_set_shape_transform(c.body, 0, new_transform * c.transform);
}
}
break;
}
case NOTIFICATION_VISIBILITY_CHANGED: {
apply_lod_level();
break;
}
}
}
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");
ClassDB::bind_method(D_METHOD("get_lod_level"), &PropInstanceMerger::get_lod_level);
ClassDB::bind_method(D_METHOD("set_lod_level", "value"), &PropInstanceMerger::set_lod_level);
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_level"), "set_lod_level", "get_lod_level");
ClassDB::bind_method(D_METHOD("get_auto_lod"), &PropInstanceMerger::get_auto_lod);
ClassDB::bind_method(D_METHOD("set_auto_lod", "value"), &PropInstanceMerger::set_auto_lod);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_lod"), "set_auto_lod", "get_auto_lod");
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");
///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_instance_get", "index"), &PropInstanceMerger::mesh_instance_get);
ClassDB::bind_method(D_METHOD("mesh_add", "mesh_instance", "mesh"), &PropInstanceMerger::mesh_add);
ClassDB::bind_method(D_METHOD("mesh_get_num"), &PropInstanceMerger::mesh_get_num);
ClassDB::bind_method(D_METHOD("meshes_clear"), &PropInstanceMerger::meshes_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_local_transform_get", "index"), &PropInstanceMerger::collider_local_transform_get);
ClassDB::bind_method(D_METHOD("collider_body_get", "index"), &PropInstanceMerger::collider_body_get);
ClassDB::bind_method(D_METHOD("collider_shape_get", "index"), &PropInstanceMerger::collider_shape_get);
ClassDB::bind_method(D_METHOD("collider_shape_rid_get", "index"), &PropInstanceMerger::collider_shape_rid_get);
ClassDB::bind_method(D_METHOD("collider_add", "local_transform", "shape", "shape_rid", "body"), &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("meshes_create", "num"), &PropInstanceMerger::meshes_create);
//Colliders
ClassDB::bind_method(D_METHOD("debug_mesh_allocate"), &PropInstanceMerger::debug_mesh_allocate);
ClassDB::bind_method(D_METHOD("debug_mesh_free"), &PropInstanceMerger::debug_mesh_free);
ClassDB::bind_method(D_METHOD("debug_mesh_has"), &PropInstanceMerger::debug_mesh_has);
ClassDB::bind_method(D_METHOD("debug_mesh_clear"), &PropInstanceMerger::debug_mesh_clear);
ClassDB::bind_method(D_METHOD("debug_mesh_array_clear"), &PropInstanceMerger::debug_mesh_array_clear);
ClassDB::bind_method(D_METHOD("debug_mesh_add_vertices_to", "arr"), &PropInstanceMerger::debug_mesh_add_vertices_to);
ClassDB::bind_method(D_METHOD("debug_mesh_send"), &PropInstanceMerger::debug_mesh_send);
ClassDB::bind_method(D_METHOD("draw_debug_mdr_colliders"), &PropInstanceMerger::draw_debug_mdr_colliders);
ClassDB::bind_method(D_METHOD("check_auto_lod"), &PropInstanceMerger::check_auto_lod);
ClassDB::bind_method(D_METHOD("apply_lod_level"), &PropInstanceMerger::apply_lod_level);
//---
ClassDB::bind_method(D_METHOD("free_meshes"), &PropInstanceMerger::free_meshes);
ClassDB::bind_method(D_METHOD("free_colliders"), &PropInstanceMerger::free_colliders);
}