/* 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_prop_job.h" #include "../../defines.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_DATA_RESOURCE_PRESENT #include "../../../mesh_data_resource/mesh_data_resource.h" #endif #include "../../world/default/terrain_2d_world_default.h" #ifdef MESH_UTILS_PRESENT #include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h" #endif Ref Terrain2DProp2DJob::get_prop_mesher() const { return _prop_mesher; } void Terrain2DProp2DJob::set_prop_mesher(const Ref &mesher) { _prop_mesher = mesher; } void Terrain2DProp2DJob::phase_physics_process() { Ref chunk = _chunk; //TODO this should only update the differences for (int i = 0; i < chunk->collider_get_count(); ++i) { PhysicsServer::get_singleton()->free(chunk->collider_get_body(i)); } chunk->colliders_clear(); #ifdef MESH_DATA_RESOURCE_PRESENT for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) { Ref mdr = chunk->mesh_data_resource_get(i); for (int j = 0; j < mdr->get_collision_shape_count(); ++j) { Ref shape = mdr->get_collision_shape(j); Transform offset = mdr->get_collision_shape_offset(j); if (!shape.is_valid()) { continue; } RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); Transform transform = chunk->mesh_data_resource_get_transform(i); transform *= offset; PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid()); //TODO store the layer mask somewhere PhysicsServer::get_singleton()->body_set_collision_layer(body, 1); PhysicsServer::get_singleton()->body_set_collision_mask(body, 1); if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) { Ref world = chunk->get_voxel_world()->GET_WORLD(); if (world.is_valid() && world->get_space() != RID()) { PhysicsServer::get_singleton()->body_set_space(body, world->get_space()); } } PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, chunk->get_transform() * transform); chunk->collider_add(transform, shape, shape->get_rid(), body); } } #endif #if TOOLS_ENABLED if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) { chunk->draw_debug_mdr_colliders(); } #endif set_build_phase_type(BUILD_PHASE_TYPE_NORMAL); next_phase(); } void Terrain2DProp2DJob::phase_prop() { #ifdef MESH_DATA_RESOURCE_PRESENT Ref chunk = _chunk; if (!get_prop_mesher().is_valid()) { set_complete(true); //So threadpool knows it's done next_job(); return; } if (should_do()) { if (chunk->mesh_data_resource_get_count() == 0) { reset_stages(); set_complete(true); //So threadpool knows it's done next_job(); return; } for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) { if (chunk->mesh_data_resource_get_is_inside(i)) { get_prop_mesher()->add_mesh_data_resource_transform(chunk->mesh_data_resource_get(i), chunk->mesh_data_resource_get_transform(i), chunk->mesh_data_resource_get_uv_rect(i)); } } if (should_return()) { return; } } if (should_do()) { if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { get_prop_mesher()->bake_colors(_chunk); } if (should_return()) { return; } } if (should_do()) { if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { Terrain2DWorldDefault *world = Object::cast_to(chunk->get_voxel_world()); if (world) { for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) { if (!chunk->mesh_data_resource_get_is_inside(i)) { Ref mdr = chunk->mesh_data_resource_get(i); ERR_CONTINUE(!mdr.is_valid()); Transform trf = chunk->mesh_data_resource_get_transform(i); Array arr = mdr->get_array(); if (arr.size() <= Mesh::ARRAY_VERTEX) { continue; } PoolVector3Array varr = arr[Mesh::ARRAY_VERTEX]; if (varr.size() == 0) { continue; } PoolColorArray carr = world->get_vertex_colors(trf, varr); get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->mesh_data_resource_get_uv_rect(i)); } } } } } if (get_prop_mesher()->get_vertex_count() == 0) { reset_stages(); set_complete(true); //So threadpool knows it's done next_job(); return; } #endif reset_stages(); next_phase(); } void Terrain2DProp2DJob::_physics_process(float delta) { if (_phase == 0) phase_physics_process(); } void Terrain2DProp2DJob::_execute_phase() { ERR_FAIL_COND(!_chunk.is_valid()); Ref library = _chunk->get_library(); ERR_FAIL_COND(!library.is_valid()); Ref chunk = _chunk; if (!chunk.is_valid() #ifdef MESH_DATA_RESOURCE_PRESENT || chunk->mesh_data_resource_get_count() == 0 #endif ) { set_complete(true); next_job(); return; } if (_phase == 1) { phase_setup(); } else if (_phase == 2) { phase_prop(); } else if (_phase == 3) { phase_steps(); } else if (_phase > 3) { set_complete(true); //So threadpool knows it's done next_job(); ERR_FAIL_MSG("Terrain2DProp2DJob: _phase is too high!"); } } void Terrain2DProp2DJob::_reset() { Terrain2DJob::_reset(); _build_done = false; _phase = 0; if (get_prop_mesher().is_valid()) { get_prop_mesher()->reset(); get_prop_mesher()->set_library(_chunk->get_library()); } set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); } void Terrain2DProp2DJob::phase_setup() { Ref library = _chunk->get_library(); if (!library->supports_caching()) { next_phase(); return; } if (library->supports_caching()) { if (!_chunk->prop_material_cache_key_has()) { library->prop_material_cache_get_key(_chunk); if (!_chunk->prop_material_cache_key_has()) { //chunk does not need a key next_phase(); return; } } Ref cache = library->prop_material_cache_get(_chunk->prop_material_cache_key_get()); //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); } #if MESH_DATA_RESOURCE_PRESENT for (int i = 0; i < _chunk->mesh_data_resource_get_count(); ++i) { Ref tex = _chunk->mesh_data_resource_get_texture(i); if (!tex.is_valid()) continue; Rect2 r = cache->additional_texture_get_uv_rect(tex); _chunk->mesh_data_resource_set_uv_rect(i, r); } #endif } next_phase(); if (should_return()) { return; } } void Terrain2DProp2DJob::phase_steps() { Ref chunk = _chunk; ERR_FAIL_COND(!_prop_mesher.is_valid()); if (should_return()) { return; } if (_prop_mesher->get_vertex_count() == 0) { reset_stages(); //next_phase(); set_complete(true); //So threadpool knows it's done next_job(); return; } //set up the meshes if (should_do()) { RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_PROP, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, 0); if (mesh_rid == RID()) { //need to allocate the meshes //allocate chunk->meshes_create(Terrain2DChunkDefault::MESH_INDEX_PROP, 1); } else { //we have the meshes, just clear int count = chunk->mesh_rid_get_count(Terrain2DChunkDefault::MESH_INDEX_PROP, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH); for (int i = 0; i < count; ++i) { mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_PROP, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, i); 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(); reset_stages(); //next_phase(); set_complete(true); //So threadpool knows it's done next_job(); } void Terrain2DProp2DJob::step_type_normal() { //TODO add a lighting generation step Ref chunk = _chunk; temp_mesh_arr = _prop_mesher->build_mesh(); RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_PROP, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, 0); VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat; if (chunk->prop_material_cache_key_has()) { lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(0); } else { lmat = chunk->get_library()->prop_material_lod_get(0); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } } Terrain2DProp2DJob::Terrain2DProp2DJob() { set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); } Terrain2DProp2DJob::~Terrain2DProp2DJob() { } void Terrain2DProp2DJob::_bind_methods() { ClassDB::bind_method(D_METHOD("get_prop_mesher"), &Terrain2DProp2DJob::get_prop_mesher); ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &Terrain2DProp2DJob::set_prop_mesher); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DMesher", 0), "set_prop_mesher", "get_prop_mesher"); ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &Terrain2DProp2DJob::_physics_process); }