#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 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 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 PropInstanceMerger::get_job() { return _job; } void PropInstanceMerger::set_job(const Ref &job) { _job = job; } //Materials Ref PropInstanceMerger::material_get(const int index) { ERR_FAIL_INDEX_V(index, _materials.size(), Ref(NULL)); return _materials[index]; } void PropInstanceMerger::material_add(const Ref &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 PropInstanceMerger::materials_get() { VARIANT_ARRAY_GET(_materials); } void PropInstanceMerger::materials_set(const Vector &materials) { _materials.clear(); for (int i = 0; i < materials.size(); i++) { Ref material = Ref(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 PropInstanceMerger::meshes_get() { Vector 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 &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 PropInstanceMerger::collider_shape_get(const int index) { ERR_FAIL_INDEX_V(index, _colliders.size(), Ref()); 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, 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 PropInstanceMerger::colliders_get() { Vector r; for (int i = 0; i < _colliders.size(); i++) { r.push_back(_colliders[i].body); } return r; } void PropInstanceMerger::colliders_set(const Vector &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 = 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(); _job->set_complete(false); Ref cache = PropCache::get_singleton()->material_cache_get(_prop_data); if (cache->material_get_num() == 0) { //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->material_get_num() == 0) { //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 &prop) { ERR_FAIL_COND(!prop.is_valid()); int count = prop->get_prop_count(); for (int i = 0; i < count; ++i) { Ref e = prop->get_prop(i); if (!e.is_valid()) continue; Transform t = transform * e->get_transform(); Ref prop_entry_data = e; if (prop_entry_data.is_valid()) { Ref p = prop_entry_data->get_prop(); if (!p.is_valid()) continue; prop_preprocess(t, p); continue; } Ref 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 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 scene_data = e; if (scene_data.is_valid()) { Ref 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(n); if (sp) { sp->set_transform(t); } continue; } //Will create a Terralight node, and prop //PropDataLight could use standard godot light nodes Ref light_data = e; if (light_data.is_valid()) { Ref 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 mesh_data = e; if (mesh_data.is_valid()) { Ref 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(memnew(PropInstancePropJob())); _job->set_prop_instace(this); Ref 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(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); }