/* Copyright (c) 2019-2022 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "terrain_2d_terrain_job.h" #include "../../library/terrain_2d_library.h" #include "../../library/terrain_2d_material_cache.h" #include "../../library/terrain_2d_surface.h" #include "../../meshers/default/terrain_2d_mesher_default.h" #include "../../meshers/terrain_2d_mesher.h" #include "../default/terrain_2d_chunk_default.h" #ifdef MESH_UTILS_PRESENT #include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h" #endif Ref Terrain2DTerrain2DJob::get_mesher() const { return _mesher; } void Terrain2DTerrain2DJob::set_mesher(const Ref &mesher) { _mesher = mesher; } Ref Terrain2DTerrain2DJob::get_liquid_mesher() const { return _liquid_mesher; } void Terrain2DTerrain2DJob::set_liquid_mesher(const Ref &mesher) { _liquid_mesher = mesher; } void Terrain2DTerrain2DJob::phase_setup() { if (_mesher.is_valid()) { _mesher->set_library(_chunk->get_library()); _mesher->reset(); } if (_liquid_mesher.is_valid()) { _liquid_mesher->set_library(_chunk->get_library()); _liquid_mesher->reset(); } next_phase(); } void Terrain2DTerrain2DJob::phase_library_setup() { if (should_return()) { return; } Ref lib = _chunk->get_library(); if (!lib.is_valid()) { next_phase(); return; } if (lib->supports_caching()) { if (!_chunk->material_cache_key_has()) { lib->material_cache_get_key(_chunk); } else { Ref cache = lib->material_cache_get(_chunk->material_cache_key_get()); if (!cache.is_valid()) { next_phase(); return; } //Note: without threadpool and threading none of this can happen, as cache will get initialized the first time a thread requests it! while (!cache->get_initialized()) { //Means it's currently merging the atlases on a different thread. //Let's just wait OS::get_singleton()->delay_usec(100); } } } next_phase(); if (should_return()) { return; } } void Terrain2DTerrain2DJob::phase_terrain_mesh_setup() { if (should_return()) { return; } if (_mesher.is_valid()) { if (should_do()) { _mesher->add_chunk(_chunk); if (should_return()) { return; } } } if (_liquid_mesher.is_valid()) { _liquid_mesher->add_chunk(_chunk); } reset_stages(); next_phase(); } void Terrain2DTerrain2DJob::phase_collider() { Ref chunk = _chunk; if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_CREATE_COLLIDER) == 0) { next_phase(); return; } ERR_FAIL_COND(!_mesher.is_valid()); if (should_return()) { return; } if (should_do()) { temp_arr_collider.append_array(_mesher->build_collider()); if (should_return()) { return; } } if (Engine::get_singleton()->is_editor_hint()) { if (_liquid_mesher.is_valid()) { temp_arr_collider_liquid.append_array(_liquid_mesher->build_collider()); } } if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0) { reset_stages(); next_phase(); next_phase(); return; } set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); reset_stages(); next_phase(); } void Terrain2DTerrain2DJob::phase_physics_process() { /* Ref chunk = _chunk; if (temp_arr_collider.size() != 0) { if (!chunk->meshes_has(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_BODY)) { chunk->colliders_create(Terrain2DChunkDefault::MESH_INDEX_TERRAIN); } PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider); temp_arr_collider.resize(0); } if (temp_arr_collider_liquid.size() != 0) { if (Engine::get_singleton()->is_editor_hint()) { if (!chunk->meshes_has(Terrain2DChunkDefault::MESH_INDEX_LIQUID, Terrain2DChunkDefault::MESH_TYPE_INDEX_BODY)) { chunk->colliders_create(Terrain2DChunkDefault::MESH_INDEX_LIQUID); } } PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(Terrain2DChunkDefault::MESH_INDEX_LIQUID, Terrain2DChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid); temp_arr_collider_liquid.resize(0); } */ set_build_phase_type(BUILD_PHASE_TYPE_NORMAL); reset_stages(); next_phase(); } void Terrain2DTerrain2DJob::phase_terrain_mesh() { Ref chunk = _chunk; ERR_FAIL_COND(!_mesher.is_valid()); if (should_return()) { return; } if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { if (should_do()) { if (_liquid_mesher.is_valid()) { _liquid_mesher->bake_colors(_chunk); if (should_return()) { return; } } } } if (_mesher->get_vertex_count() == 0 && (!_liquid_mesher.is_valid() || _liquid_mesher->get_vertex_count() == 0)) { reset_stages(); next_phase(); return; } //set up the meshes if (should_do()) { RID mesh_rid = chunk->mesh_rid_get(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH); if (mesh_rid == RID()) { //need to allocate the meshes //allocate chunk->mesh_create(Terrain2DChunkDefault::MESH_INDEX_TERRAIN); } else { //we have the meshes, just clear int count = chunk->mesh_rid_get_count(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH); for (int i = 0; i < count; ++i) { mesh_rid = chunk->mesh_rid_get(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH); if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) #if !GODOT4 VS::get_singleton()->mesh_remove_surface(mesh_rid, 0); #else VS::get_singleton()->mesh_clear(mesh_rid); #endif } } } step_type_normal(); if (_liquid_mesher.is_valid() && _liquid_mesher->get_vertex_count() != 0) { if (should_do()) { temp_mesh_arr = _liquid_mesher->build_mesh(); if (should_return()) { return; } } RID mesh_rid = chunk->mesh_rid_get(Terrain2DChunkDefault::MESH_INDEX_LIQUID, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH); if (should_do()) { if (mesh_rid == RID()) { chunk->mesh_create(Terrain2DChunkDefault::MESH_INDEX_LIQUID); mesh_rid = chunk->mesh_rid_get(Terrain2DChunkDefault::MESH_INDEX_LIQUID, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH); } if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) #if !GODOT4 VS::get_singleton()->mesh_remove_surface(mesh_rid, 0); #else VS::get_singleton()->mesh_clear(mesh_rid); #endif if (should_return()) { return; } } VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); } reset_stages(); next_phase(); } void Terrain2DTerrain2DJob::phase_finalize() { set_complete(true); //So threadpool knows it's done next_job(); } void Terrain2DTerrain2DJob::_execute_phase() { ERR_FAIL_COND(!_chunk.is_valid()); Ref library = _chunk->get_library(); ERR_FAIL_COND(!library.is_valid()); if (_phase == 0) { phase_setup(); } else if (_phase == 1) { phase_library_setup(); } else if (_phase == 2) { phase_terrain_mesh_setup(); } else if (_phase == 3) { phase_collider(); } else if (_phase == 5) { phase_terrain_mesh(); } else if (_phase == 6) { phase_finalize(); } else if (_phase > 6) { set_complete(true); //So threadpool knows it's done next_job(); ERR_FAIL_MSG("Terrain2DTerrain2DJob: _phase is too high!"); } } void Terrain2DTerrain2DJob::_reset() { Terrain2DJob::_reset(); _build_done = false; _phase = 0; ERR_FAIL_COND(!_mesher.is_valid()); _mesher->set_voxel_scale(_chunk->get_voxel_scale()); Ref chunk = _chunk; Ref md = _mesher; if (chunk.is_valid() && md.is_valid()) { md->set_build_flags(chunk->get_build_flags()); } if (_liquid_mesher.is_valid()) { _liquid_mesher->set_voxel_scale(_chunk->get_voxel_scale()); md = _liquid_mesher; if (chunk.is_valid() && md.is_valid()) { md->set_build_flags(chunk->get_build_flags()); } } } void Terrain2DTerrain2DJob::_physics_process(float delta) { if (_phase == 4) phase_physics_process(); } void Terrain2DTerrain2DJob::step_type_normal() { Ref chunk = _chunk; //TODO make this automatic in build_mesh if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { _mesher->bake_colors(_chunk); } temp_mesh_arr = _mesher->build_mesh(); RID mesh_rid = chunk->mesh_rid_get(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH); VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); } Terrain2DTerrain2DJob::Terrain2DTerrain2DJob() { } Terrain2DTerrain2DJob::~Terrain2DTerrain2DJob() { _mesher.unref(); _liquid_mesher.unref(); } void Terrain2DTerrain2DJob::_bind_methods() { ClassDB::bind_method(D_METHOD("get_mesher"), &Terrain2DTerrain2DJob::get_mesher); ClassDB::bind_method(D_METHOD("set_mesher", "mesher"), &Terrain2DTerrain2DJob::set_mesher); ClassDB::bind_method(D_METHOD("get_liquid_mesher"), &Terrain2DTerrain2DJob::get_liquid_mesher); ClassDB::bind_method(D_METHOD("set_liquid_mesher", "mesher"), &Terrain2DTerrain2DJob::set_liquid_mesher); ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &Terrain2DTerrain2DJob::_physics_process); }