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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int TiledWall::get_width() const {
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return _width;
}
void TiledWall::set_width(const int value) {
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_width = value;
clear_mesh();
generate_mesh();
}
int TiledWall::get_heigth() const {
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return _height;
}
void TiledWall::set_heigth(const int value) {
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_height = value;
clear_mesh();
generate_mesh();
}
Ref<TiledWallData> TiledWall::get_data() {
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return _data;
}
void TiledWall::set_data(const Ref<TiledWallData> &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");
}
bool TiledWall::get_collision() const {
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return _collision;
}
void TiledWall::set_collision(const int value) {
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_collision = value;
/*
if (!is_inside_tree()) {
return;
}
if (_collision) {
create_colliders();
} else {
free_colliders();
}*/
}
uint32_t TiledWall::get_collision_layer() const {
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return _collision_layer;
}
void TiledWall::set_collision_layer(uint32_t p_layer) {
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_collision_layer = p_layer;
if (_physics_body_rid != RID()) {
PhysicsServer::get_singleton()->area_set_collision_layer(_physics_body_rid, p_layer);
}
}
uint32_t TiledWall::get_collision_mask() const {
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return _collision_mask;
}
void TiledWall::set_collision_mask(uint32_t p_mask) {
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_collision_mask = p_mask;
if (_physics_body_rid != RID()) {
PhysicsServer::get_singleton()->area_set_collision_mask(_physics_body_rid, p_mask);
}
}
AABB TiledWall::get_aabb() const {
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return AABB();
}
PoolVector<Face3> TiledWall::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;
}
void TiledWall::refresh() {
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if (!is_inside_tree()) {
return;
}
clear_mesh();
/*
if (_physics_shape_rid != RID()) {
PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01));
Transform t = get_global_transform();
t.translate(Vector3(_width / 2.0, _height / 2.0, 0));
PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t);
}
*/
if (!_data.is_valid()) {
return;
}
if (_mesh_rid == RID()) {
_mesh_rid = VisualServer::get_singleton()->mesh_create();
VS::get_singleton()->instance_set_base(get_instance(), _mesh_rid);
}
Ref<PropMaterialCache> old_cache;
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old_cache = _cache;
_cache = PropCache::get_singleton()->tiled_wall_material_cache_get(_data);
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if (old_cache.is_valid() && old_cache != _cache) {
PropCache::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();
}
generate_mesh();
}
void TiledWall::generate_mesh() {
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if (!_data.is_valid()) {
return;
}
if (!_cache.is_valid()) {
return;
}
/*
if (_physics_shape_rid != RID()) {
PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01));
Transform t = get_global_transform();
t.translate(Vector3(_width / 2.0, _height / 2.0, 0));
PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t);
}
*/
_mesher->add_tiled_wall_simple(_width, _height, Transform(), _data, _cache);
_mesh_array = _mesher->build_mesh();
if (_mesh_array.size() != Mesh::ARRAY_MAX) {
return;
}
PoolVector<Vector3> vertices = _mesh_array[Mesh::ARRAY_VERTEX];
if (vertices.size() == 0) {
return;
}
VisualServer::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, _mesh_array);
Ref<Material> material = _cache->material_lod_get(0);
if (material.is_valid()) {
VisualServer::get_singleton()->mesh_surface_set_material(_mesh_rid, 0, material->get_rid());
}
_aabb.size = Vector3(_width, _height, 0);
}
void TiledWall::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
}
}
void TiledWall::free_mesh() {
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if (_mesh_rid != RID()) {
VS::get_singleton()->instance_set_base(get_instance(), RID());
VS::get_singleton()->free(_mesh_rid);
_mesh_rid = RID();
}
}
void TiledWall::create_colliders() {
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if (!is_inside_tree()) {
return;
}
free_colliders();
ERR_FAIL_COND(!get_world().is_valid() && get_world()->get_space() == RID());
_physics_shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_BOX);
PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01));
PhysicsServer::get_singleton()->body_add_shape(_physics_body_rid, _physics_shape_rid);
}
void TiledWall::free_colliders() {
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if (_physics_shape_rid != RID()) {
PhysicsServer::get_singleton()->free(_physics_shape_rid);
_physics_shape_rid = RID();
}
}
TiledWall::TiledWall() {
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_width = 1;
_height = 1;
_collision = true;
_collision_layer = 1;
_collision_mask = 1;
_physics_body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
#if VERSION_MINOR >= 4
//temporary
set_portal_mode(PORTAL_MODE_GLOBAL);
#endif
_mesher.instance();
}
TiledWall::~TiledWall() {
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_data.unref();
_cache.unref();
_mesher.unref();
PhysicsServer::get_singleton()->free(_physics_body_rid);
_physics_body_rid = RID();
free_mesh();
free_colliders();
}
void TiledWall::_notification(int p_what) {
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switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
Transform t = get_global_transform();
t.translate(Vector3(_width / 2.0, _height / 2.0, 0));
PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t);
RID space = get_world()->get_space();
PhysicsServer::get_singleton()->body_set_space(_physics_body_rid, space);
refresh();
break;
}
case NOTIFICATION_EXIT_WORLD: {
PhysicsServer::get_singleton()->body_set_space(_physics_body_rid, RID());
break;
}
case NOTIFICATION_TRANSFORM_CHANGED: {
if (_collision) {
Transform t = get_global_transform();
t.translate(Vector3(_width / 2.0, _height / 2.0, 0));
PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t);
}
break;
}
}
}
void TiledWall::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_width"), &TiledWall::get_width);
ClassDB::bind_method(D_METHOD("set_width", "value"), &TiledWall::set_width);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "width"), "set_width", "get_width");
ClassDB::bind_method(D_METHOD("get_heigth"), &TiledWall::get_heigth);
ClassDB::bind_method(D_METHOD("set_heigth", "value"), &TiledWall::set_heigth);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "heigth"), "set_heigth", "get_heigth");
ClassDB::bind_method(D_METHOD("get_data"), &TiledWall::get_data);
ClassDB::bind_method(D_METHOD("set_data", "value"), &TiledWall::set_data);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "data", PROPERTY_HINT_RESOURCE_TYPE, "TiledWallData"), "set_data", "get_data");
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ClassDB::bind_method(D_METHOD("get_collision"), &TiledWall::get_collision);
ClassDB::bind_method(D_METHOD("set_collision", "value"), &TiledWall::set_collision);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision"), "set_collision", "get_collision");
ClassDB::bind_method(D_METHOD("get_collision_layer"), &TiledWall::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_layer", "value"), &TiledWall::set_collision_layer);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &TiledWall::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask", "value"), &TiledWall::set_collision_mask);
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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");
ClassDB::bind_method(D_METHOD("refresh"), &TiledWall::refresh);
ClassDB::bind_method(D_METHOD("generate_mesh"), &TiledWall::generate_mesh);
ClassDB::bind_method(D_METHOD("clear_mesh"), &TiledWall::clear_mesh);
ClassDB::bind_method(D_METHOD("free_mesh"), &TiledWall::free_mesh);
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ClassDB::bind_method(D_METHOD("create_colliders"), &TiledWall::create_colliders);
ClassDB::bind_method(D_METHOD("free_colliders"), &TiledWall::free_colliders);
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}