props_2d/tiled_wall/tiled_wall_2d.cpp

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#include "tiled_wall_2d.h"
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#include "core/version.h"
#include "scene/resources/texture.h"
#if VERSION_MAJOR < 4
#include "core/image.h"
#define GET_WORLD get_world
#else
#include "core/io/image.h"
#define GET_WORLD get_world_3d
#endif
#if TEXTURE_PACKER_PRESENT
#include "../../texture_packer/texture_resource/packer_image_resource.h"
#endif
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#include "../material_cache/prop_2d_material_cache.h"
#include "../prop_2d_mesher.h"
#include "../singleton/prop_2d_cache.h"
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#include "core/core_string_names.h"
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#include "tiled_wall_2d_data.h"
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#include "../lights/prop_2d_light.h"
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int TiledWall2D::get_width() const {
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return _width;
}
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void TiledWall2D::set_width(const int value) {
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_width = value;
clear_mesh();
generate_mesh();
}
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int TiledWall2D::get_heigth() const {
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return _height;
}
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void TiledWall2D::set_heigth(const int value) {
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_height = value;
clear_mesh();
generate_mesh();
}
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Ref<TiledWall2DData> TiledWall2D::get_data() {
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return _data;
}
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void TiledWall2D::set_data(const Ref<TiledWall2DData> &data) {
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if (_data.is_valid()) {
_data->disconnect(CoreStringNames::get_singleton()->changed, this, "refresh");
}
_data = data;
if (_data.is_valid()) {
_data->connect(CoreStringNames::get_singleton()->changed, this, "refresh");
}
call_deferred("refresh");
}
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AABB TiledWall2D::get_aabb() const {
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return AABB();
}
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PoolVector<Face3> TiledWall2D::get_faces(uint32_t p_usage_flags) const {
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PoolVector<Face3> faces;
if (_mesh_array.size() != Mesh::ARRAY_MAX) {
return faces;
}
PoolVector<Vector3> vertices = _mesh_array[Mesh::ARRAY_VERTEX];
PoolVector<int> indices = _mesh_array[Mesh::ARRAY_INDEX];
int ts = indices.size() / 3;
faces.resize(ts);
PoolVector<Face3>::Write w = faces.write();
PoolVector<Vector3>::Read rv = vertices.read();
PoolVector<int>::Read ri = indices.read();
for (int i = 0; i < ts; i++) {
int im3 = (i * 3);
for (int j = 0; j < 3; j++) {
w[i].vertex[j] = rv[indices[im3 + j]];
}
}
w.release();
return faces;
}
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void TiledWall2D::refresh() {
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if (!is_inside_tree()) {
return;
}
clear_mesh();
if (!_data.is_valid()) {
return;
}
if (_mesh_rid == RID()) {
_mesh_rid = VisualServer::get_singleton()->mesh_create();
}
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Ref<Prop2DMaterialCache> old_cache;
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old_cache = _cache;
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_cache = Prop2DCache::get_singleton()->tiled_wall_material_cache_get(_data);
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if (old_cache.is_valid() && old_cache != _cache) {
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Prop2DCache::get_singleton()->tiled_wall_material_cache_unref(old_cache);
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}
if (!_cache->get_initialized()) {
_cache->mutex_lock();
//An anouther thread could have initialized it before wo got the mutex!
if (!_cache->get_initialized()) {
//can only be called from the main thread!
_cache->initial_setup_default();
_data->setup_cache(_cache);
_cache->refresh_rects();
}
_cache->mutex_unlock();
}
Ref<Material> mat = _cache->material_get();
if (mat != get_material()) {
set_material(mat);
}
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Ref<Texture> tex = _cache->texture_get_merged();
if (tex.is_valid()) {
_texture_rid = tex->get_rid();
} else {
_texture_rid = RID();
}
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generate_mesh();
}
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void TiledWall2D::generate_mesh() {
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if (!_data.is_valid()) {
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update();
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return;
}
if (!_cache.is_valid()) {
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update();
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return;
}
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Ref<Prop2DLight> l;
l.instance();
l->set_position(Vector2(600, 600));
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l->set_color(Color(1, 0, 0, 1));
l->set_size(100);
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_mesher->add_light(l);
_mesher->add_tiled_wall_simple(_width, _height, Transform2D(), _data, _cache);
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_mesher->bake_colors();
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_mesh_array = _mesher->build_mesh();
if (_mesh_array.size() != Mesh::ARRAY_MAX) {
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update();
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return;
}
PoolVector<Vector2> vertices = _mesh_array[Mesh::ARRAY_VERTEX];
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if (vertices.size() == 0) {
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update();
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return;
}
VisualServer::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, _mesh_array);
_aabb.size = Vector3(_width, _height, 0);
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update();
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}
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void TiledWall2D::clear_mesh() {
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_mesher->reset();
_aabb = AABB();
_mesh_array.clear();
if (_mesh_rid != RID()) {
if (VS::get_singleton()->mesh_get_surface_count(_mesh_rid) > 0)
#if VERSION_MAJOR < 4
VS::get_singleton()->mesh_remove_surface(_mesh_rid, 0);
#else
VS::get_singleton()->mesh_clear(_mesh_rid);
#endif
}
}
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void TiledWall2D::free_mesh() {
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if (_mesh_rid != RID()) {
VS::get_singleton()->free(_mesh_rid);
_mesh_rid = RID();
}
}
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void TiledWall2D::draw() {
if (_mesh_rid == RID()) {
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return;
}
VisualServer::get_singleton()->canvas_item_add_mesh(get_canvas_item(), _mesh_rid, get_transform(), Color(1, 1, 1, 1), _texture_rid, RID());
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}
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TiledWall2D::TiledWall2D() {
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_width = 1;
_height = 1;
_mesher.instance();
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_mesher->set_build_flags(Prop2DMesher::BUILD_FLAG_USE_LIGHTING | Prop2DMesher::BUILD_FLAG_USE_AO | Prop2DMesher::BUILD_FLAG_USE_RAO | Prop2DMesher::BUILD_FLAG_BAKE_LIGHTS);
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}
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TiledWall2D::~TiledWall2D() {
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_data.unref();
_cache.unref();
_mesher.unref();
free_mesh();
}
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void TiledWall2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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refresh();
break;
}
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case NOTIFICATION_EXIT_TREE: {
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break;
}
case NOTIFICATION_TRANSFORM_CHANGED: {
break;
}
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case NOTIFICATION_DRAW: {
draw();
}
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}
}
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void TiledWall2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_width"), &TiledWall2D::get_width);
ClassDB::bind_method(D_METHOD("set_width", "value"), &TiledWall2D::set_width);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "width"), "set_width", "get_width");
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ClassDB::bind_method(D_METHOD("get_heigth"), &TiledWall2D::get_heigth);
ClassDB::bind_method(D_METHOD("set_heigth", "value"), &TiledWall2D::set_heigth);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "heigth"), "set_heigth", "get_heigth");
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ClassDB::bind_method(D_METHOD("get_data"), &TiledWall2D::get_data);
ClassDB::bind_method(D_METHOD("set_data", "value"), &TiledWall2D::set_data);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "data", PROPERTY_HINT_RESOURCE_TYPE, "TiledWall2DData"), "set_data", "get_data");
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//ADD_GROUP("Collision", "collision_");
//ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
//ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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ClassDB::bind_method(D_METHOD("refresh"), &TiledWall2D::refresh);
ClassDB::bind_method(D_METHOD("generate_mesh"), &TiledWall2D::generate_mesh);
ClassDB::bind_method(D_METHOD("clear_mesh"), &TiledWall2D::clear_mesh);
ClassDB::bind_method(D_METHOD("free_mesh"), &TiledWall2D::free_mesh);
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}