props_2d/prop_2d_instance_merger.cpp

686 lines
17 KiB
C++

#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<Variant> 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<Variant> 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_3d.h"
#include "scene/resources/world_2d.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_3d.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<Prop2DInstanceJob> Prop2DInstanceMerger::get_job() {
return _job;
}
void Prop2DInstanceMerger::set_job(const Ref<Prop2DInstanceJob> &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<Variant> Prop2DInstanceMerger::meshes_get() {
Vector<Variant> r;
for (int i = 0; i < _meshes.size(); i++) {
r.push_back(_meshes[i]);
}
return r;
}
void Prop2DInstanceMerger::meshes_set(const Vector<Variant> &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<Shape2D> Prop2DInstanceMerger::collider_shape_get(const int index) {
ERR_FAIL_INDEX_V(index, _colliders.size(), Ref<Shape2D>());
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<Shape2D> &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<Variant> Prop2DInstanceMerger::colliders_get() {
Vector<Variant> r;
for (int i = 0; i < _colliders.size(); i++) {
r.push_back(_colliders[i].body);
}
return r;
}
void Prop2DInstanceMerger::colliders_set(const Vector<Variant> &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 = RenderingServer::get_singleton()->mesh_create();
}
}
void Prop2DInstanceMerger::debug_mesh_free() {
if (_debug_mesh_rid != RID()) {
RenderingServer::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()) {
RenderingServer::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 PackedVector2Array &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(RenderingServer::ARRAY_MAX);
arr[RenderingServer::ARRAY_VERTEX] = _debug_mesh_array;
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(_debug_mesh_rid, RenderingServer::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<Shape2D> shape = collider_shape_get(i);
if (!shape.is_valid()) {
continue;
}
Transform2D t = collider_local_transform_get(i);
RenderingServer::get_singleton()->canvas_item_add_set_transform(get_canvas_item(), t);
shape->draw(get_canvas_item(), Color(1, 1, 1, 1));
RenderingServer::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];
PhysicsServer3D::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_free();
}
}
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<Prop2DMaterialCache> 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<Prop2DData> &prop) {
ERR_FAIL_COND(!prop.is_valid());
int count = prop->get_prop_count();
for (int i = 0; i < count; ++i) {
Ref<Prop2DDataEntry> e = prop->get_prop(i);
if (!e.is_valid())
continue;
Transform2D t = transform * e->get_transform_2d();
Ref<Prop2DDataProp2D> prop_entry_data = e;
if (prop_entry_data.is_valid()) {
Ref<Prop2DData> p = prop_entry_data->get_prop();
if (!p.is_valid())
continue;
prop_preprocess(t, p);
continue;
}
Ref<Prop2DDataTiledWall2D> 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<BoxShape3D> tws;
tws.instantiate();
float hew = tiled_wall_data->get_width() / 2.0;
float heh = tiled_wall_data->get_heigth() / 2.0;
tws->set_size(Vector3(hew, heh, 0.01));
Transform2D tt = t;
//tt.origin += Vector3(hew, heh, 0);
tt.translate_local(hew, heh);
_job->add_collision_shape(tws, tt, true);
}
continue;
}
Ref<Prop2DDataScene> scene_data = e;
if (scene_data.is_valid()) {
Ref<PackedScene> sc = scene_data->get_scene();
if (!sc.is_valid())
continue;
Node *n = sc->instantiate();
add_child(n);
n->set_owner(this);
Node2D *sp = Object::cast_to<Node2D>(n);
if (sp) {
sp->set_transform(t);
}
continue;
}
//Will create a Terralight node, and prop
//Prop2DDataLight could use standard godot light nodes
Ref<Prop2DDataLight> light_data = e;
if (light_data.is_valid()) {
Ref<Prop2DLight> light;
light.instantiate();
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<Prop2DDataMeshData> 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 Prop2DInstanceMerger::collision_layer_changed() {
for (int i = 0; i < _colliders.size(); ++i) {
const ColliderBody &c = _colliders[i];
if (c.body != RID()) {
PhysicsServer3D::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()) {
PhysicsServer3D::get_singleton()->body_set_collision_mask(c.body, _collision_mask);
}
}
}
void Prop2DInstanceMerger::_create_job() {
_job = Ref<Prop2DInstanceProp2DJob>(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);
}