Removed a few now unneeded methods from VoxelChunk, they got merged into _build_phase. Also added build_mesh_into to VoxelMesher, it's equivalent to the old build_mesh.

This commit is contained in:
Relintai 2020-02-20 13:44:38 +01:00
parent 8b734eec11
commit 6c39845387
4 changed files with 103 additions and 138 deletions

View File

@ -130,6 +130,24 @@ Array VoxelMesher::build_mesh() {
return _surface_tool->commit_to_arrays();
}
void VoxelMesher::build_mesh_into(RID mesh) {
ERR_FAIL_COND(mesh == RID());
VS::get_singleton()->mesh_clear(mesh);
if (_vertices.size() == 0) {
//Nothing to do
return;
}
Array arr = build_mesh();
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
if (_material.is_valid())
VS::get_singleton()->mesh_surface_set_material(mesh, 0, _library->get_material()->get_rid());
}
void VoxelMesher::reset() {
_vertices.resize(0);
_normals.resize(0);
@ -864,4 +882,5 @@ void VoxelMesher::_bind_methods() {
//ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &VoxelMesher::calculate_vertex_ambient_occlusion_path);
ClassDB::bind_method(D_METHOD("build_mesh"), &VoxelMesher::build_mesh);
ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &VoxelMesher::build_mesh_into);
}

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@ -103,6 +103,7 @@ public:
void bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &lights);
Array build_mesh();
void build_mesh_into(RID mesh);
PoolVector<Vector3> get_vertices();
void set_vertices(const PoolVector<Vector3> &values);

View File

@ -540,51 +540,6 @@ void VoxelChunk::_create_meshers() {
add_mesher(Ref<VoxelMesher>(memnew(VoxelMesherCubic())));
}
void VoxelChunk::finalize_mesh() {
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->set_library(_library);
}
if (_mesh_rid == RID()) {
allocate_main_mesh();
}
Ref<VoxelMesher> mesher;
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> m = _meshers.get(i);
ERR_CONTINUE(!m.is_valid());
if (!mesher.is_valid()) {
mesher = m;
mesher->set_material(get_library()->get_material());
continue;
}
mesher->set_material(get_library()->get_material());
mesher->add_mesher(m);
}
ERR_FAIL_COND(!mesher.is_valid());
ERR_FAIL_COND(_mesh_rid == RID());
VS::get_singleton()->mesh_clear(_mesh_rid);
if (mesher->get_vertex_count() == 0)
return;
Array arr = mesher->build_mesh();
VS::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
if (_library->get_material().is_valid())
VS::get_singleton()->mesh_surface_set_material(_mesh_rid, 0, _library->get_material()->get_rid());
}
void VoxelChunk::build_deferred() {
if (_current_build_phase == BUILD_PHASE_DONE) {
_build_prioritized = false;
@ -680,7 +635,17 @@ bool VoxelChunk::_build_phase(int phase) {
}
case BUILD_PHASE_TERRARIN_MESH_COLLIDER: {
if (get_create_collider()) {
build_collider();
if (_body_rid == RID()) {
create_colliders();
}
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->build_collider(_shape_rid);
}
}
next_phase();
@ -696,7 +661,50 @@ bool VoxelChunk::_build_phase(int phase) {
mesher->bake_colors(this);
}
finalize_mesh();
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->set_library(_library);
}
if (_mesh_rid == RID()) {
allocate_main_mesh();
}
Ref<VoxelMesher> mesher;
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> m = _meshers.get(i);
ERR_CONTINUE(!m.is_valid());
if (!mesher.is_valid()) {
mesher = m;
mesher->set_material(get_library()->get_material());
continue;
}
mesher->set_material(get_library()->get_material());
mesher->add_mesher(m);
}
ERR_FAIL_COND_V(!mesher.is_valid(), false);
ERR_FAIL_COND_V(_mesh_rid == RID(), false);
VS::get_singleton()->mesh_clear(_mesh_rid);
if (mesher->get_vertex_count() == 0) {
next_phase();
return true;
}
Array arr = mesher->build_mesh();
VS::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
if (_library->get_material().is_valid())
VS::get_singleton()->mesh_surface_set_material(_mesh_rid, 0, _library->get_material()->get_rid());
next_phase();
@ -712,8 +720,34 @@ bool VoxelChunk::_build_phase(int phase) {
}
if (_props.size() > 0) {
process_props();
build_prop_meshes();
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
}
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->bake_colors(this);
mesher->set_material(get_library()->get_material());
ERR_FAIL_COND_V(_prop_mesh_rid == RID(), false);
VS::get_singleton()->mesh_clear(_prop_mesh_rid);
if (mesher->get_vertex_count() == 0) {
next_phase();
return true;
}
Array arr = mesher->build_mesh();
VS::get_singleton()->mesh_add_surface_from_arrays(_prop_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
if (_library->get_material().is_valid())
VS::get_singleton()->mesh_surface_set_material(_prop_mesh_rid, 0, _library->get_material()->get_rid());
}
}
next_phase();
@ -821,20 +855,6 @@ void VoxelChunk::create_colliders() {
PhysicsServer::get_singleton()->body_set_space(_body_rid, get_voxel_world()->get_world()->get_space());
}
void VoxelChunk::build_collider() {
if (_body_rid == RID()) {
create_colliders();
}
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->build_collider(_shape_rid);
}
}
void VoxelChunk::remove_colliders() {
if (_body_rid != RID()) {
PhysicsServer::get_singleton()->free(_body_rid);
@ -963,68 +983,6 @@ void VoxelChunk::clear_props() {
_props.clear();
}
void VoxelChunk::process_props() {
ERR_FAIL_COND(!has_method("_process_props"));
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
}
call("_process_props");
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->bake_colors(this);
mesher->set_material(get_library()->get_material());
ERR_FAIL_COND(_prop_mesh_rid == RID());
VS::get_singleton()->mesh_clear(_prop_mesh_rid);
if (mesher->get_vertex_count() == 0)
return;
Array arr = mesher->build_mesh();
VS::get_singleton()->mesh_add_surface_from_arrays(_prop_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
if (_library->get_material().is_valid())
VS::get_singleton()->mesh_surface_set_material(_prop_mesh_rid, 0, _library->get_material()->get_rid());
}
}
void VoxelChunk::build_prop_meshes() {
if (_prop_mesh_rid == RID()) {
allocate_prop_mesh();
}
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> mesher = _meshers.get(i);
ERR_CONTINUE(!mesher.is_valid());
mesher->bake_colors(this);
mesher->set_material(get_library()->get_material());
ERR_FAIL_COND(_prop_mesh_rid == RID());
VS::get_singleton()->mesh_clear(_prop_mesh_rid);
if (mesher->get_vertex_count() == 0)
return;
Array arr = mesher->build_mesh();
VS::get_singleton()->mesh_add_surface_from_arrays(_prop_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
if (_library->get_material().is_valid())
VS::get_singleton()->mesh_surface_set_material(_prop_mesh_rid, 0, _library->get_material()->get_rid());
}
}
void VoxelChunk::allocate_main_mesh() {
ERR_FAIL_COND(_voxel_world == NULL);
@ -1537,8 +1495,6 @@ void VoxelChunk::_bind_methods() {
ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights);
//Meshes
ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "is_done"), "_build_phase", PropertyInfo(Variant::INT, "phase")));
ClassDB::bind_method(D_METHOD("build_deferred"), &VoxelChunk::build_deferred);
@ -1550,7 +1506,6 @@ void VoxelChunk::_bind_methods() {
ClassDB::bind_method(D_METHOD("clear"), &VoxelChunk::clear);
ClassDB::bind_method(D_METHOD("create_colliders"), &VoxelChunk::create_colliders);
ClassDB::bind_method(D_METHOD("build_collider"), &VoxelChunk::build_collider);
ClassDB::bind_method(D_METHOD("remove_colliders"), &VoxelChunk::remove_colliders);
ClassDB::bind_method(D_METHOD("add_lights", "lights"), &VoxelChunk::add_lights);
@ -1574,10 +1529,6 @@ void VoxelChunk::_bind_methods() {
ClassDB::bind_method(D_METHOD("remove_prop", "index"), &VoxelChunk::remove_prop);
ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props);
BIND_VMETHOD(MethodInfo("_process_props"));
ClassDB::bind_method(D_METHOD("process_props"), &VoxelChunk::process_props);
ClassDB::bind_method(D_METHOD("build_prop_meshes"), &VoxelChunk::build_prop_meshes);
ClassDB::bind_method(D_METHOD("build_prop_collider"), &VoxelChunk::build_prop_collider);
ClassDB::bind_method(D_METHOD("free_spawn_props"), &VoxelChunk::free_spawn_props);

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@ -220,8 +220,6 @@ public:
void create_meshers();
void _create_meshers();
void finalize_mesh();
void build_deferred();
void build_prioritized();
static void _build_threaded(void *_userdata);
@ -236,7 +234,6 @@ public:
//Colliders
void create_colliders();
void build_collider();
void remove_colliders();
//lights
@ -262,9 +259,6 @@ public:
void remove_prop(int index);
void clear_props();
void process_props();
void build_prop_meshes();
void build_prop_collider();
void free_spawn_props();