- Improved loading of newly-sliced MeshInstance3D nodes.

- Character3D now handles slicing one skeleton per frame.
- Fixed an issue where many identical HurtboxDamages were sent to one body.
This commit is contained in:
2026-09-25 03:56:05 -04:00
parent a9fd36efa6
commit 306db05bfc
5 changed files with 80 additions and 38 deletions
@@ -18,6 +18,8 @@
#include <godot_cpp/classes/physical_bone3d.hpp>
#include <godot_cpp/classes/physical_bone_simulator3d.hpp>
#include <godot_cpp/classes/random_number_generator.hpp>
#include <godot_cpp/classes/scene_tree.hpp>
#include <godot_cpp/classes/scene_tree_timer.hpp>
#include <godot_cpp/classes/skin.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
@@ -25,7 +27,6 @@ using namespace godot;
void Character3D::_ready()
{
this->skeleton_list.clear();
if (this->character_skeleton)
{
this->_rebuild_mesh_instances();
@@ -35,7 +36,7 @@ void Character3D::_ready()
void Character3D::set_meshes(TypedArray<ArrayMesh> m)
{
this->meshes = m;
this->full_aabb = AABB();
this->_full_aabb = AABB();
this->_rebuild_mesh_instances();
}
@@ -48,10 +49,21 @@ void Character3D::set_character_skeleton(CharacterSkeleton3D *cs)
void Character3D::take_damage(const HurtboxDamage &hit_data)
{
for (const auto &[character_skeleton, bones] : hit_data.bones)
{
Skeleton3D *skeleton = character_skeleton->get_skeleton();
if (this->_hurtbox_queue.empty())
CALL_NEXT_FRAME(callable_mp(this, &Character3D::_next_hurtbox_in_queue));
this->_hurtbox_queue.emplace_back(hit_data);
}
void Character3D::_next_hurtbox_in_queue()
{
HurtboxDamage &hit_data = this->_hurtbox_queue.front();
if (!hit_data.bones.empty())
{
CharacterSkeleton3D *character_skeleton = hit_data.bones.begin()->first;
const std::vector<int32_t> &bone_hits = hit_data.bones.begin()->second;
hit_data.bones.erase(this->_hurtbox_queue.begin()->bones.begin());
Skeleton3D *skeleton = character_skeleton->get_skeleton();
const Plane &local_slice_plane = skeleton->get_global_transform().inverse().xform(Plane(hit_data.global_hit_transform.get_basis().get_column(1), hit_data.global_hit_transform.origin));
std::vector<MeshInstance3D*> sliced_mesh_instances = character_skeleton->get_mesh_instances();
@@ -63,7 +75,7 @@ void Character3D::take_damage(const HurtboxDamage &hit_data)
MeshInstance3D *original_mesh_instance = sliced_mesh_instances[i];
Ref<ArrayMesh> first_half; first_half.instantiate();
Ref<ArrayMesh> other_half; other_half.instantiate();
PackedVector3Array &impact_points = MeshEditingLibrary::slice_mesh(original_mesh_instance, skeleton, this->full_aabb, local_slice_plane, first_half, other_half, MeshEditingLibrary::CAP_UV_FILL_MESH_BOUNDS, this->inner_materials);
PackedVector3Array &impact_points = MeshEditingLibrary::slice_mesh(original_mesh_instance, skeleton, this->_full_aabb, local_slice_plane, first_half, other_half, MeshEditingLibrary::CAP_UV_FILL_MESH_BOUNDS, this->inner_materials);
if (first_half->get_surface_count() <= 0 && other_half->get_surface_count() > 0)
{
@@ -103,6 +115,13 @@ void Character3D::take_damage(const HurtboxDamage &hit_data)
new_character_skeleton->set_meshes(other_half_meshes_to_add);
}
}
else
{
this->_hurtbox_queue.erase(this->_hurtbox_queue.begin());
}
if (!this->_hurtbox_queue.empty())
CALL_NEXT_FRAME(callable_mp(this, &Character3D::_next_hurtbox_in_queue));
}
@@ -114,34 +133,28 @@ void Character3D::_on_fell_out_of_world()
void Character3D::_rebuild_mesh_instances()
{
if (!this->is_node_ready()) return;
if (!this->character_skeleton || !this->is_node_ready())
return;
uint16_t num_mesh_instances = this->_mesh_instances.size();
for (uint16_t i = 0; i < num_mesh_instances; i++)
std::vector<MeshInstance3D*> mesh_instances = this->character_skeleton->set_meshes(this->meshes);
const uint32_t num_meshes = mesh_instances.size();
this->_full_aabb = AABB();
for (const MeshInstance3D *mesh_instance : mesh_instances)
{
this->_mesh_instances[i]->queue_free();
}
if (!this->character_skeleton) return;
this->_mesh_instances = this->character_skeleton->set_meshes(this->meshes);
const uint32_t num_meshes = this->_mesh_instances.size();
for (const MeshInstance3D *mesh_instance : this->_mesh_instances)
{
const Vector3 &full_aabb_position = this->full_aabb.get_position();
const Vector3 &full_aabb_size = this->full_aabb.get_size();
const Vector3 &full_aabb_position = this->_full_aabb.get_position();
const Vector3 &full_aabb_size = this->_full_aabb.get_size();
const AABB &aabb = mesh_instance->get_aabb();
const Vector3 &aabb_position = aabb.get_position();
const Vector3 &aabb_size = aabb.get_size();
this->full_aabb.set_position(Vector3(
this->_full_aabb.set_position(Vector3(
UtilityFunctions::minf(full_aabb_position.x, aabb_position.x),
UtilityFunctions::minf(full_aabb_position.y, aabb_position.y),
UtilityFunctions::minf(full_aabb_position.z, aabb_position.z)
));
this->full_aabb.set_size(Vector3(
this->_full_aabb.set_size(Vector3(
UtilityFunctions::maxf(full_aabb_position.x, aabb_size.x),
UtilityFunctions::maxf(full_aabb_position.y, aabb_size.y),
UtilityFunctions::maxf(full_aabb_position.z, aabb_size.z)
@@ -47,15 +47,15 @@ protected:
private:
void _rebuild_mesh_instances();
void _next_hurtbox_in_queue();
TypedArray<ArrayMesh> meshes;
CharacterSkeleton3D *character_skeleton = nullptr;
AABB full_aabb;
AABB _full_aabb;
TypedArray<Material> inner_materials;
std::vector<MeshInstance3D*> _mesh_instances;
std::vector<CharacterSkeleton3D*> skeleton_list;
std::vector<HurtboxDamage> _hurtbox_queue;
// Godot boilerplate below
protected:
@@ -9,6 +9,8 @@
#include "orng_macros.h"
#include <godot_cpp/classes/scene_tree.hpp>
#include <godot_cpp/classes/scene_tree_timer.hpp>
#include <godot_cpp/classes/physical_bone3d.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
@@ -18,27 +20,30 @@ std::vector<MeshInstance3D*> CharacterSkeleton3D::set_meshes(TypedArray<ArrayMes
{
if (this->skeleton)
{
uint16_t num_mesh_instances = this->_mesh_instances.size();
for (uint16_t i = 0; i < num_mesh_instances; i++)
{
this->_mesh_instances[i]->queue_free();
}
this->_old_mesh_instances = this->_mesh_instances;
this->_mesh_instances.clear();
uint16_t num_new_meshes = meshes.size();
for (uint16_t i = 0; i < num_new_meshes; i++)
{
MeshInstance3D *mesh_instance = memnew(MeshInstance3D);
this->skeleton->add_child(mesh_instance, false, Node::INTERNAL_MODE_BACK);
mesh_instance->set_owner(this->get_owner());
mesh_instance->set_mesh(meshes[i]);
mesh_instance->set_skeleton_path(this->skeleton->get_path());
this->skeleton->add_child(mesh_instance, false, Node::INTERNAL_MODE_BACK);
this->_mesh_instances.emplace_back(mesh_instance);
}
CALL_NEXT_FRAME(callable_mp(this, &CharacterSkeleton3D::_delete_old_meshes));
}
return this->_mesh_instances;
}
void CharacterSkeleton3D::_delete_old_meshes()
{
for (MeshInstance3D *old_mesh : this->_old_mesh_instances)
old_mesh->queue_free();
this->_old_mesh_instances.clear();
}
void CharacterSkeleton3D::_activate_ragdoll()
@@ -43,7 +43,8 @@ protected:
void set_animation_tree(AnimationTree *at) { this->animation_tree = at; }
private:
void _refresh_skins_and_meshes();
// void _refresh_skins_and_meshes();
void _delete_old_meshes();
void _activate_ragdoll();
@@ -53,6 +54,7 @@ private:
AnimationTree *animation_tree = nullptr;
std::vector<MeshInstance3D*> _mesh_instances;
std::vector<MeshInstance3D*> _old_mesh_instances;
// Godot boilerplate below
protected:
+28 -6
View File
@@ -17,6 +17,8 @@
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
#include <unordered_set>
void HurtboxBase::_enter_tree()
{
@@ -58,7 +60,7 @@ void HurtboxBase::_physics_process(double delta)
const TypedArray<Node3D> &bodies = this->get_overlapping_bodies();
const uint32_t num_bodies = bodies.size();
std::vector<IDamageable*> new_hit_bodies;
std::unordered_set<IDamageable*> new_hit_bodies;
std::vector<CharacterSkeleton3D*> new_hit_skeletons;
for (uint32_t i = 0; i < num_bodies; i++)
@@ -71,7 +73,7 @@ void HurtboxBase::_physics_process(double delta)
{
if (std::find(this->hit_bodies.begin(), this->hit_bodies.end(), body) == this->hit_bodies.end())
{
new_hit_bodies.emplace_back(body);
new_hit_bodies.emplace(body);
if (std::find(new_hit_skeletons.begin(), new_hit_skeletons.end(), character_skeleton) == new_hit_skeletons.end())
{
@@ -110,12 +112,32 @@ void HurtboxBase::_send_next_in_queue()
{
if (!this->hit_data_queue.empty())
{
const std::map<IDamageable*, std::vector<HurtboxDamage>>::iterator &first_in_queue = this->hit_data_queue.begin();
for (const HurtboxDamage &damage : first_in_queue->second)
IDamageable *closest_damageable = nullptr;
float shortest_distance_from_hurtbox = FLT_MAX;
bool found_character_3d = false;
for (const auto &[damageable, hit_data_list] : this->hit_data_queue)
{
first_in_queue->first->take_damage(damage);
if (const Character3D *node = (Character3D*)(damageable))
{
const float distance_to_hurtbox = node->get_global_position().distance_squared_to(this->get_global_position());
if (distance_to_hurtbox < shortest_distance_from_hurtbox)
{
closest_damageable = damageable;
shortest_distance_from_hurtbox = distance_to_hurtbox;
found_character_3d = true;
}
// if (!found_character_3d && const SliceablePhysicsObject3D *node = (SliceablePhysicsObject3D*)(damageable) )
// {
// // This is where we handle regular physics objects.
// }
}
}
if (closest_damageable)
{
for (const HurtboxDamage &damage : this->hit_data_queue[closest_damageable])
closest_damageable->take_damage(damage);
this->hit_data_queue.erase(closest_damageable);
}
this->hit_data_queue.erase(this->hit_data_queue.begin());
}
if (this->hit_data_queue.empty() && this->remaining_life <= 0.0f)