mirror of
https://github.com/Relintai/props.git
synced 2024-11-14 10:17:30 +01:00
980 lines
25 KiB
C++
980 lines
25 KiB
C++
#include "prop_instance_merger.h"
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#include "../mesh_data_resource/nodes/mesh_data_instance.h"
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//#include "../thread_pool/thread_pool.h"
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/config/engine.h"
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#define VARIANT_ARRAY_GET(arr) \
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Vector<Variant> r; \
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for (int i = 0; i < arr.size(); i++) { \
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r.push_back(arr[i]); \
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} \
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return r;
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#include "servers/rendering_server.h"
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typedef class RenderingServer VS;
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#define GET_WORLD get_world_3d
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#else
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#include "core/engine.h"
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#define VARIANT_ARRAY_GET(arr) \
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Vector<Variant> r; \
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for (int i = 0; i < arr.size(); i++) { \
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r.push_back(arr[i].get_ref_ptr()); \
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} \
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return r;
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#include "servers/visual_server.h"
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#define GET_WORLD get_world
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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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#include "./props/prop_data_entry.h"
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#include "./props/prop_data_light.h"
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#include "./props/prop_data_prop.h"
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#include "./props/prop_data_scene.h"
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#include "jobs/prop_mesher_job_step.h"
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#include "lights/prop_light.h"
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#include "material_cache/prop_material_cache.h"
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#include "scene/3d/camera.h"
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#if TEXTURE_PACKER_PRESENT
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#include "./singleton/prop_cache.h"
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#endif
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#if THREAD_POOL_PRESENT
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#include "../thread_pool/thread_pool.h"
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#endif
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#include "./props/prop_data_tiled_wall.h"
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#include "tiled_wall/tiled_wall_data.h"
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#include "scene/resources/box_shape.h"
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const float PropInstanceMerger::LOD_CHECK_INTERVAL = 2;
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bool PropInstanceMerger::get_building() {
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return _building;
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}
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void PropInstanceMerger::set_building(const bool value) {
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_building = value;
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set_physics_process_internal(_building);
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if (!_auto_lod_on) {
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set_process_internal(_building);
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}
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}
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int PropInstanceMerger::get_lod_level() {
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return _lod_level;
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}
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void PropInstanceMerger::set_lod_level(const int value) {
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_lod_level = value;
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if (_lod_level < 0) {
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_lod_level = 0;
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}
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apply_lod_level();
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}
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bool PropInstanceMerger::get_auto_lod() {
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return _auto_lod;
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}
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void PropInstanceMerger::set_auto_lod(const bool value) {
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_auto_lod = value;
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check_auto_lod();
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}
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float PropInstanceMerger::get_first_lod_distance_squared() {
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return _first_lod_distance_squared;
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}
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void PropInstanceMerger::set_first_lod_distance_squared(const float dist) {
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_first_lod_distance_squared = dist;
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}
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float PropInstanceMerger::get_lod_reduction_distance_squared() {
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return _lod_reduction_distance_squared;
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}
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void PropInstanceMerger::set_lod_reduction_distance_squared(const float dist) {
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_lod_reduction_distance_squared = dist;
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}
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Ref<PropInstanceJob> PropInstanceMerger::get_job() {
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return _job;
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}
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void PropInstanceMerger::set_job(const Ref<PropInstanceJob> &job) {
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_job = job;
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}
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//Materials
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Ref<Material> PropInstanceMerger::material_get(const int index) {
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ERR_FAIL_INDEX_V(index, _materials.size(), Ref<Material>(NULL));
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return _materials[index];
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}
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void PropInstanceMerger::material_add(const Ref<Material> &value) {
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ERR_FAIL_COND(!value.is_valid());
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_materials.push_back(value);
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}
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int PropInstanceMerger::material_get_num() const {
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return _materials.size();
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}
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void PropInstanceMerger::materials_clear() {
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_materials.clear();
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}
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Vector<Variant> PropInstanceMerger::materials_get() {
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VARIANT_ARRAY_GET(_materials);
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}
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void PropInstanceMerger::materials_set(const Vector<Variant> &materials) {
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_materials.clear();
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for (int i = 0; i < materials.size(); i++) {
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Ref<Material> material = Ref<Material>(materials[i]);
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_materials.push_back(material);
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}
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}
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//Meshes
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RID PropInstanceMerger::mesh_get(const int index) {
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ERR_FAIL_INDEX_V(index, _meshes.size(), RID());
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return _meshes[index].mesh;
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}
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RID PropInstanceMerger::mesh_instance_get(const int index) {
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ERR_FAIL_INDEX_V(index, _meshes.size(), RID());
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return _meshes[index].mesh_instance;
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}
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void PropInstanceMerger::mesh_add(const RID mesh_instance, const RID mesh) {
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MeshEntry e;
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e.mesh = mesh;
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e.mesh_instance = mesh_instance;
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_meshes.push_back(e);
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}
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int PropInstanceMerger::mesh_get_num() const {
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return _meshes.size();
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}
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void PropInstanceMerger::meshes_clear() {
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_meshes.clear();
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}
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void PropInstanceMerger::meshes_create(const int num) {
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free_meshes();
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for (int i = 0; i < num; ++i) {
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RID mesh_instance_rid = VS::get_singleton()->instance_create();
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if (GET_WORLD().is_valid())
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VS::get_singleton()->instance_set_scenario(mesh_instance_rid, GET_WORLD()->get_scenario());
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RID mesh_rid = VS::get_singleton()->mesh_create();
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VS::get_singleton()->instance_set_base(mesh_instance_rid, mesh_rid);
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VS::get_singleton()->instance_set_transform(mesh_instance_rid, get_transform());
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VS::get_singleton()->instance_set_visible(mesh_instance_rid, false);
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MeshEntry e;
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e.mesh = mesh_rid;
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e.mesh_instance = mesh_instance_rid;
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_meshes.push_back(e);
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}
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apply_lod_level();
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}
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Vector<Variant> PropInstanceMerger::meshes_get() {
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Vector<Variant> r;
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for (int i = 0; i < _meshes.size(); i++) {
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Array a;
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a.push_back(_meshes[i].mesh);
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a.push_back(_meshes[i].mesh_instance);
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r.push_back(a);
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}
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return r;
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}
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void PropInstanceMerger::meshes_set(const Vector<Variant> &meshs) {
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_meshes.clear();
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for (int i = 0; i < _meshes.size(); i++) {
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Array arr = Array(meshs[i]);
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ERR_CONTINUE(arr.size() != 2);
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MeshEntry e;
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e.mesh = RID(arr[0]);
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e.mesh_instance = RID(arr[1]);
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_meshes.push_back(e);
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}
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}
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//Collider
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Transform PropInstanceMerger::collider_local_transform_get(const int index) {
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ERR_FAIL_INDEX_V(index, _colliders.size(), Transform());
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return _colliders[index].transform;
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}
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RID PropInstanceMerger::collider_body_get(const int index) {
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ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
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return _colliders[index].body;
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}
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Ref<Shape> PropInstanceMerger::collider_shape_get(const int index) {
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ERR_FAIL_INDEX_V(index, _colliders.size(), Ref<Shape>());
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return _colliders[index].shape;
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}
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RID PropInstanceMerger::collider_shape_rid_get(const int index) {
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ERR_FAIL_INDEX_V(index, _colliders.size(), RID());
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return _colliders[index].shape_rid;
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}
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int PropInstanceMerger::collider_add(const Transform &local_transform, const Ref<Shape> &shape, const RID &shape_rid, const RID &body, const bool owns_shape) {
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ERR_FAIL_COND_V(!shape.is_valid() && shape_rid == RID(), 0);
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int index = _colliders.size();
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ColliderBody e;
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e.transform = local_transform;
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e.body = body;
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e.shape = shape;
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e.shape_rid = shape_rid;
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e.owns_shape = owns_shape;
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_colliders.push_back(e);
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return index;
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}
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int PropInstanceMerger::collider_get_num() const {
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return _colliders.size();
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}
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void PropInstanceMerger::colliders_clear() {
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_colliders.clear();
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}
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Vector<Variant> PropInstanceMerger::colliders_get() {
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Vector<Variant> r;
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for (int i = 0; i < _colliders.size(); i++) {
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r.push_back(_colliders[i].body);
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}
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return r;
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}
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void PropInstanceMerger::colliders_set(const Vector<Variant> &colliders) {
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_colliders.clear();
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for (int i = 0; i < colliders.size(); i++) {
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RID collider = (colliders[i]);
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ColliderBody c;
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c.body = collider;
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_colliders.push_back(c);
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}
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}
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void PropInstanceMerger::check_auto_lod() {
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if (!_auto_lod) {
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_auto_lod_on = false;
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return;
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}
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if (_meshes.size() <= 1) {
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_auto_lod_on = false;
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if (!_building) {
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set_process_internal(false);
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}
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return;
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}
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_auto_lod_on = true;
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set_process_internal(true);
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}
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void PropInstanceMerger::apply_lod_level() {
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if (_meshes.size() == 0) {
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return;
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}
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VisualServer *vs = VisualServer::get_singleton();
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for (int i = 0; i < _meshes.size(); ++i) {
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RID mi = _meshes[i].mesh_instance;
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if (mi == RID()) {
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continue;
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}
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vs->instance_set_visible(mi, false);
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}
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if (!is_inside_tree()) {
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return;
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}
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if (!is_visible_in_tree()) {
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return;
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}
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int indx = _lod_level;
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if (_meshes.size() <= _lod_level) {
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indx = _meshes.size() - 1;
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}
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RID mi = _meshes[indx].mesh_instance;
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if (mi == RID()) {
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return;
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}
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vs->instance_set_visible(mi, true);
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}
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void PropInstanceMerger::debug_mesh_allocate() {
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if (_debug_mesh_rid == RID()) {
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_debug_mesh_rid = VisualServer::get_singleton()->mesh_create();
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}
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if (_debug_mesh_instance == RID()) {
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_debug_mesh_instance = VisualServer::get_singleton()->instance_create();
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if (GET_WORLD().is_valid())
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VS::get_singleton()->instance_set_scenario(_debug_mesh_instance, GET_WORLD()->get_scenario());
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VS::get_singleton()->instance_set_base(_debug_mesh_instance, _debug_mesh_rid);
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VS::get_singleton()->instance_set_transform(_debug_mesh_instance, get_transform());
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VS::get_singleton()->instance_set_visible(_debug_mesh_instance, true);
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}
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}
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void PropInstanceMerger::debug_mesh_free() {
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if (_debug_mesh_instance != RID()) {
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VisualServer::get_singleton()->free(_debug_mesh_instance);
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}
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if (_debug_mesh_rid != RID()) {
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VisualServer::get_singleton()->free(_debug_mesh_rid);
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}
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}
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bool PropInstanceMerger::debug_mesh_has() {
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return _debug_mesh_rid != RID();
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}
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void PropInstanceMerger::debug_mesh_clear() {
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if (_debug_mesh_rid != RID()) {
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VisualServer::get_singleton()->mesh_clear(_debug_mesh_rid);
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}
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}
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void PropInstanceMerger::debug_mesh_array_clear() {
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_debug_mesh_array.resize(0);
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}
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void PropInstanceMerger::debug_mesh_add_vertices_to(const PoolVector3Array &arr) {
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_debug_mesh_array.append_array(arr);
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if (_debug_mesh_array.size() % 2 == 1) {
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_debug_mesh_array.append(_debug_mesh_array[_debug_mesh_array.size() - 1]);
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}
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}
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void PropInstanceMerger::debug_mesh_send() {
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debug_mesh_allocate();
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debug_mesh_clear();
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if (_debug_mesh_array.size() == 0)
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return;
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SceneTree *st = SceneTree::get_singleton();
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Array arr;
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arr.resize(VisualServer::ARRAY_MAX);
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arr[VisualServer::ARRAY_VERTEX] = _debug_mesh_array;
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(_debug_mesh_rid, VisualServer::PRIMITIVE_LINES, arr);
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if (st) {
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VisualServer::get_singleton()->mesh_surface_set_material(_debug_mesh_rid, 0, SceneTree::get_singleton()->get_debug_collision_material()->get_rid());
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}
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debug_mesh_array_clear();
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}
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void PropInstanceMerger::draw_debug_mdr_colliders() {
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if (!debug_mesh_has()) {
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debug_mesh_allocate();
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}
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for (int i = 0; i < collider_get_num(); ++i) {
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Ref<Shape> shape = collider_shape_get(i);
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if (!shape.is_valid()) {
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continue;
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}
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Transform t = collider_local_transform_get(i);
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shape->add_vertices_to_array(_debug_mesh_array, t);
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}
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debug_mesh_send();
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}
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void PropInstanceMerger::free_meshes() {
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RID rid;
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for (int i = 0; i < _meshes.size(); ++i) {
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MeshEntry &e = _meshes.write[i];
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if (e.mesh_instance != rid) {
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VS::get_singleton()->free(e.mesh_instance);
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}
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if (e.mesh != rid) {
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VS::get_singleton()->free(e.mesh);
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}
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e.mesh_instance = rid;
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e.mesh = rid;
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}
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}
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void PropInstanceMerger::free_colliders() {
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for (int i = 0; i < _colliders.size(); ++i) {
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ColliderBody &e = _colliders.write[i];
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PhysicsServer::get_singleton()->free(e.body);
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e.body = RID();
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if (e.owns_shape) {
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e.shape.unref();
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e.shape_rid = RID();
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}
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}
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}
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void PropInstanceMerger::_init_materials() {
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}
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void PropInstanceMerger::_build() {
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if (_building) {
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return;
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}
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if (!is_inside_tree() || !get_world().is_valid()) {
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queue_build();
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return;
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}
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set_building(true);
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_build_queued = false;
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if (_job.is_valid()) {
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_job->reset_meshes();
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}
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_job->clear_lights();
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for (int i = 0; i < get_child_count(); ++i) {
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Node *n = get_child(i);
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//this way we won't delete the user's nodes
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if (n->get_owner() == NULL) {
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n->queue_delete();
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}
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}
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if (!_prop_data.is_valid()) {
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set_building(false);
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return;
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}
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if (!is_inside_tree()) {
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set_building(false);
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_build_queued = true;
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return;
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}
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_job->reset();
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Ref<PropMaterialCache> cache = PropCache::get_singleton()->material_cache_get(_prop_data);
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if (!cache->get_initialized()) {
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//lock it!
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cache->mutex_lock();
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//check again, this thread might have gotten here after an another one already did the initialization!
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//this check might not be needed here
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if (!cache->get_initialized()) {
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//this will set up materials, and settings
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//needs to be called from the main thread!
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cache->initial_setup_default();
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}
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cache->mutex_unlock();
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}
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_job->set_material_cache(cache);
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prop_preprocess(Transform(), _prop_data);
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/*
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Don't submit here, as it starts in physics process mode
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#if THREAD_POOL_PRESENT
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ThreadPool::get_singleton()->add_job(_job);
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#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);
|
|
}
|