#include "prop_2d_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; #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" #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_2D_PRESENT 1 #include "../mesh_data_resource/props_2d/prop_2d_data_mesh_data.h" #endif #include "./props/prop_2d_data_entry.h" #include "./props/prop_2d_data_light.h" #include "./props/prop_2d_data_prop.h" #include "./props/prop_2d_data_scene.h" #include "lights/prop_2d_light.h" #include "material_cache/prop_2d_material_cache.h" #include "scene/3d/camera.h" #if TEXTURE_PACKER_PRESENT #include "./singleton/prop_2d_cache.h" #endif #if THREAD_POOL_PRESENT #include "../thread_pool/thread_pool.h" #endif #include "./props/prop_2d_data_tiled_wall_2d.h" #include "tiled_wall/tiled_wall_2d_data.h" #include "scene/resources/box_shape.h" bool Prop2DInstanceMerger::get_building() { return _building; } void Prop2DInstanceMerger::set_building(const bool value) { _building = value; set_physics_process_internal(_building); set_process_internal(_building); } Ref Prop2DInstanceMerger::get_job() { return _job; } void Prop2DInstanceMerger::set_job(const Ref &job) { _job = job; if (_job.is_valid() && is_inside_tree()) { _job->prop_instance_enter_tree(); } } //Meshes RID Prop2DInstanceMerger::mesh_get(const int index) { ERR_FAIL_INDEX_V(index, _meshes.size(), RID()); return _meshes[index]; } void Prop2DInstanceMerger::mesh_add(const RID mesh) { _meshes.push_back(mesh); } int Prop2DInstanceMerger::mesh_get_num() const { return _meshes.size(); } void Prop2DInstanceMerger::meshes_clear() { _meshes.clear(); } void Prop2DInstanceMerger::meshes_create(const int num) { free_meshes(); for (int i = 0; i < num; ++i) { RID mesh_rid = VS::get_singleton()->mesh_create(); _meshes.push_back(mesh_rid); } } Vector Prop2DInstanceMerger::meshes_get() { Vector r; for (int i = 0; i < _meshes.size(); i++) { r.push_back(_meshes[i]); } return r; } void Prop2DInstanceMerger::meshes_set(const Vector &meshs) { _meshes.clear(); for (int i = 0; i < _meshes.size(); i++) { _meshes.push_back(meshs[i]); } } //Collider Transform2D Prop2DInstanceMerger::collider_local_transform_get(const int index) { ERR_FAIL_INDEX_V(index, _colliders.size(), Transform2D()); return _colliders[index].transform; } RID Prop2DInstanceMerger::collider_body_get(const int index) { ERR_FAIL_INDEX_V(index, _colliders.size(), RID()); return _colliders[index].body; } Ref Prop2DInstanceMerger::collider_shape_get(const int index) { ERR_FAIL_INDEX_V(index, _colliders.size(), Ref()); return _colliders[index].shape; } RID Prop2DInstanceMerger::collider_shape_rid_get(const int index) { ERR_FAIL_INDEX_V(index, _colliders.size(), RID()); return _colliders[index].shape_rid; } int Prop2DInstanceMerger::collider_add(const Transform2D &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 Prop2DInstanceMerger::collider_get_num() const { return _colliders.size(); } void Prop2DInstanceMerger::colliders_clear() { _colliders.clear(); } Vector Prop2DInstanceMerger::colliders_get() { Vector r; for (int i = 0; i < _colliders.size(); i++) { r.push_back(_colliders[i].body); } return r; } void Prop2DInstanceMerger::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 Prop2DInstanceMerger::debug_mesh_allocate() { if (_debug_mesh_rid == RID()) { _debug_mesh_rid = VisualServer::get_singleton()->mesh_create(); } } void Prop2DInstanceMerger::debug_mesh_free() { if (_debug_mesh_rid != RID()) { VisualServer::get_singleton()->free(_debug_mesh_rid); } } bool Prop2DInstanceMerger::debug_mesh_has() { return _debug_mesh_rid != RID(); } void Prop2DInstanceMerger::debug_mesh_clear() { if (_debug_mesh_rid != RID()) { VisualServer::get_singleton()->mesh_clear(_debug_mesh_rid); } } void Prop2DInstanceMerger::debug_mesh_array_clear() { _debug_mesh_array.resize(0); } void Prop2DInstanceMerger::debug_mesh_add_vertices_to(const PoolVector2Array &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 Prop2DInstanceMerger::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); debug_mesh_array_clear(); } void Prop2DInstanceMerger::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; } Transform2D t = collider_local_transform_get(i); VisualServer::get_singleton()->canvas_item_add_set_transform(get_canvas_item(), t); shape->draw(get_canvas_item(), Color(1, 1, 1, 1)); VisualServer::get_singleton()->canvas_item_add_set_transform(get_canvas_item(), Transform2D()); } debug_mesh_send(); } void Prop2DInstanceMerger::free_meshes() { RID rid; for (int i = 0; i < _meshes.size(); ++i) { RID &e = _meshes.write[i]; if (e != rid) { VS::get_singleton()->free(e); } e = rid; } } void Prop2DInstanceMerger::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 Prop2DInstanceMerger::_init_materials() { } void Prop2DInstanceMerger::_build() { if (_building) { return; } if (!is_inside_tree() || !get_world_2d().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); _job->set_cancelled(false); Ref cache = Prop2DCache::get_singleton()->material_cache_get(_prop_data); //TODO this needs to be changed if (!cache->material_get().is_valid()) { //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().is_valid()) { //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(Transform2D(), _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 Prop2DInstanceMerger::_build_finished() { set_building(false); notification(NOTIFICATION_TRANSFORM_CHANGED); if (_build_queued) { call_deferred("build"); } } void Prop2DInstanceMerger::_prop_preprocess(Transform2D 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; Transform2D t = transform * e->get_transform_2d(); 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)); Transform2D tt = t; //tt.origin += Vector3(hew, heh, 0); tt.translate(hew, heh); _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); Node2D *sp = Object::cast_to(n); if (sp) { sp->set_transform(t); } continue; } //Will create a Terralight node, and prop //Prop2DDataLight could use standard godot light nodes Ref light_data = e; if (light_data.is_valid()) { Ref light; light.instance(); Vector2 v = t.xform(Vector2()); 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 Prop2DInstanceMerger::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 Prop2DInstanceMerger::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); } } } void Prop2DInstanceMerger::_create_job() { _job = Ref(memnew(Prop2DInstanceProp2DJob())); _job->set_prop_instace(this); } Prop2DInstanceMerger::Prop2DInstanceMerger() { _build_queued = false; set_building(false); set_notify_transform(true); } Prop2DInstanceMerger::~Prop2DInstanceMerger() { _job.unref(); _prop_data.unref(); free_meshes(); free_colliders(); meshes_clear(); colliders_clear(); } void Prop2DInstanceMerger::_notification(int p_what) { switch (p_what) { case NOTIFICATION_POSTINITIALIZE: { call("_create_job"); } break; case NOTIFICATION_ENTER_TREE: { if (_job.is_valid()) { _job->prop_instance_enter_tree(); } if (_prop_data.is_valid()) { call_deferred("build"); } break; } case NOTIFICATION_EXIT_TREE: { if (_job.is_valid()) { _job->prop_instance_exit_tree(); _job->set_cancelled(true); } if (!_building) { free_meshes(); free_colliders(); meshes_clear(); colliders_clear(); } break; } case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { if (_building) { if (!_job.is_valid()) { return; } if (_job->get_build_phase_type() == Prop2DInstanceJob::BUILD_PHASE_TYPE_PHYSICS_PROCESS) { _job->physics_process(get_physics_process_delta_time()); if (_job->get_build_phase_type() == Prop2DInstanceJob::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() == Prop2DInstanceJob::BUILD_PHASE_TYPE_PROCESS) { _job->process(get_process_delta_time()); if (_job->get_build_phase_type() == Prop2DInstanceJob::BUILD_PHASE_TYPE_NORMAL) { #if THREAD_POOL_PRESENT ThreadPool::get_singleton()->add_job(_job); #else job->execute(); #endif } } } break; } case NOTIFICATION_TRANSFORM_CHANGED: { Transform2D 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; /* 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_DRAW: { break; } } } void Prop2DInstanceMerger::_bind_methods() { BIND_VMETHOD(MethodInfo("_create_job")); ClassDB::bind_method(D_METHOD("_create_job"), &Prop2DInstanceMerger::_create_job); ClassDB::bind_method(D_METHOD("get_job"), &Prop2DInstanceMerger::get_job); ClassDB::bind_method(D_METHOD("set_job", "value"), &Prop2DInstanceMerger::set_job); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "job", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DInstanceJob", 0), "set_job", "get_job"); //Meshes ClassDB::bind_method(D_METHOD("mesh_get", "index"), &Prop2DInstanceMerger::mesh_get); ClassDB::bind_method(D_METHOD("mesh_add", "mesh"), &Prop2DInstanceMerger::mesh_add); ClassDB::bind_method(D_METHOD("mesh_get_num"), &Prop2DInstanceMerger::mesh_get_num); ClassDB::bind_method(D_METHOD("meshes_clear"), &Prop2DInstanceMerger::meshes_clear); ClassDB::bind_method(D_METHOD("meshes_get"), &Prop2DInstanceMerger::meshes_get); ClassDB::bind_method(D_METHOD("meshes_set"), &Prop2DInstanceMerger::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"), &Prop2DInstanceMerger::collider_local_transform_get); ClassDB::bind_method(D_METHOD("collider_body_get", "index"), &Prop2DInstanceMerger::collider_body_get); ClassDB::bind_method(D_METHOD("collider_shape_get", "index"), &Prop2DInstanceMerger::collider_shape_get); ClassDB::bind_method(D_METHOD("collider_shape_rid_get", "index"), &Prop2DInstanceMerger::collider_shape_rid_get); ClassDB::bind_method(D_METHOD("collider_add", "local_transform", "shape", "shape_rid", "body"), &Prop2DInstanceMerger::collider_add); ClassDB::bind_method(D_METHOD("collider_get_num"), &Prop2DInstanceMerger::collider_get_num); ClassDB::bind_method(D_METHOD("colliders_clear"), &Prop2DInstanceMerger::colliders_clear); ClassDB::bind_method(D_METHOD("meshes_create", "num"), &Prop2DInstanceMerger::meshes_create); //Colliders ClassDB::bind_method(D_METHOD("debug_mesh_allocate"), &Prop2DInstanceMerger::debug_mesh_allocate); ClassDB::bind_method(D_METHOD("debug_mesh_free"), &Prop2DInstanceMerger::debug_mesh_free); ClassDB::bind_method(D_METHOD("debug_mesh_has"), &Prop2DInstanceMerger::debug_mesh_has); ClassDB::bind_method(D_METHOD("debug_mesh_clear"), &Prop2DInstanceMerger::debug_mesh_clear); ClassDB::bind_method(D_METHOD("debug_mesh_array_clear"), &Prop2DInstanceMerger::debug_mesh_array_clear); ClassDB::bind_method(D_METHOD("debug_mesh_add_vertices_to", "arr"), &Prop2DInstanceMerger::debug_mesh_add_vertices_to); ClassDB::bind_method(D_METHOD("debug_mesh_send"), &Prop2DInstanceMerger::debug_mesh_send); ClassDB::bind_method(D_METHOD("draw_debug_mdr_colliders"), &Prop2DInstanceMerger::draw_debug_mdr_colliders); //--- ClassDB::bind_method(D_METHOD("free_meshes"), &Prop2DInstanceMerger::free_meshes); ClassDB::bind_method(D_METHOD("free_colliders"), &Prop2DInstanceMerger::free_colliders); }