- HurtboxBase can now properly generate Character3D hit data from a bone hit.
- IDamageable now uses a custom damage struct instead of a dictionary.
This commit is contained in:
@@ -7,12 +7,9 @@
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#pragma once
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#pragma once
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#include <godot_cpp/variant/dictionary.hpp>
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using namespace godot;
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class IDamageable
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class IDamageable
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{
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{
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public:
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public:
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virtual void take_damage(const Dictionary &hit_data) = 0;
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virtual void take_damage(const struct HurtboxDamage &hit_data) = 0;
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};
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};
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@@ -11,9 +11,10 @@
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#include "nodes/debug_draw3d.h"
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#include "nodes/debug_draw3d.h"
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#include "nodes/mesh_editing_library.h"
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#include "nodes/mesh_editing_library.h"
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#include "nodes/hurtbox/hurtbox_base.h"
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/immediate_mesh.hpp>
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/physical_bone3d.hpp>
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#include <godot_cpp/classes/physical_bone3d.hpp>
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#include <godot_cpp/classes/physical_bone_simulator3d.hpp>
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#include <godot_cpp/classes/physical_bone_simulator3d.hpp>
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#include <godot_cpp/classes/random_number_generator.hpp>
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#include <godot_cpp/classes/random_number_generator.hpp>
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@@ -24,134 +25,82 @@ using namespace godot;
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void Character3D::_ready()
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void Character3D::_ready()
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{
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{
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this->skeleton_list.clear();
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if (this->character_skeleton)
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if (this->character_skeleton)
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{
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{
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if (const Skeleton3D *skeleton = this->character_skeleton->get_skeleton())
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this->_rebuild_mesh_instances();
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{
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TypedArray<Node> child_mesh_candidates = skeleton->get_children();
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const uint32_t num_children = child_mesh_candidates.size();
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const Vector3 &full_aabb_position = this->full_aabb.get_position();
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const Vector3 &full_aabb_size = this->full_aabb.get_size();
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for (uint32_t i = 0; i < num_children; i++)
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{
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if (MeshInstance3D *mesh_instance = cast_to<MeshInstance3D>(child_mesh_candidates[i]))
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{
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this->meshes.emplace_back(mesh_instance);
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const AABB &aabb = mesh_instance->get_aabb();
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const Vector3 &aabb_position = aabb.get_position();
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const Vector3 &aabb_size = aabb.get_size();
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this->full_aabb.set_position(Vector3(
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UtilityFunctions::minf(full_aabb_position.x, aabb_position.x),
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UtilityFunctions::minf(full_aabb_position.y, aabb_position.y),
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UtilityFunctions::minf(full_aabb_position.z, aabb_position.z)
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));
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this->full_aabb.set_size(Vector3(
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UtilityFunctions::maxf(full_aabb_position.x, aabb_size.x),
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UtilityFunctions::maxf(full_aabb_position.y, aabb_size.y),
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UtilityFunctions::maxf(full_aabb_position.z, aabb_size.z)
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));
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}
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}
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}
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}
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#ifdef DEBUG_ENABLED
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else
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{
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PRINT_ERROR(CHARACTER3D_TAG, "No skeleton has been set, and there is currently no way to seek one out in the hierarchy. This will be a problem.");
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}
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#endif // DEBUG_ENABLED
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}
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void Character3D::take_damage(const Dictionary &hit_data)
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{
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if (this->character_skeleton)
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{
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if (const Skeleton3D *skeleton = this->character_skeleton->get_skeleton())
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{
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PRINT_LOG(CHARACTER3D_TAG, "Taking damage: ", hit_data["hit_points"]);
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PRINT_LOG(CHARACTER3D_TAG, "Hit bones: ", hit_data["bone_hits"]);
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const Transform3D &global_hit_transform = (Transform3D)hit_data["hit_transform"];
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const Plane &slice_plane = skeleton->get_global_transform().inverse().xform(Plane(global_hit_transform.get_basis().get_column(1), global_hit_transform.origin));
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const uint32_t num_meshes = this->meshes.size();
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std::vector<MeshInstance3D*> meshes_to_add;
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std::vector<uint32_t> meshes_to_remove;
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for (uint32_t i = 0; i < num_meshes; i++)
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{
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MeshInstance3D *original_mesh_instance = this->meshes[i];
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Ref<ArrayMesh> first_half; first_half.instantiate();
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Ref<ArrayMesh> other_half; other_half.instantiate();
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PackedVector3Array &impact_points = MeshEditingLibrary::slice_mesh(original_mesh_instance, skeleton, this->full_aabb, slice_plane, first_half, other_half, MeshEditingLibrary::CAP_UV_FILL_MESH_BOUNDS, this->inner_materials);
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if (first_half.is_valid())
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{
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original_mesh_instance->set_mesh(first_half);
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meshes_to_add.emplace_back(original_mesh_instance);
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}
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if (other_half.is_valid())
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{
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RandomNumberGenerator *rng = memnew(RandomNumberGenerator);
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const float random_x = rng->randf_range(-0.5f, 0.5f);
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const float random_z = rng->randf_range(-0.5f, 0.5f);
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CharacterSkeleton3D *new_character_skeleton = cast_to<CharacterSkeleton3D>(this->character_skeleton->duplicate());
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this->character_skeleton->add_sibling(new_character_skeleton);
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new_character_skeleton->set_position(Vector3(random_x, 0.0f, random_z));
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Skeleton3D *new_skeleton = new_character_skeleton->get_skeleton();
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const uint16_t child_count = new_skeleton->get_child_count();
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TypedArray<Node> children = new_skeleton->get_children();
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for (uint16_t child = 0; child < child_count; child++)
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{
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if (MeshInstance3D *new_mesh_instance = cast_to<MeshInstance3D>(children[child]))
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{
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new_mesh_instance->set_skeleton_path(new_mesh_instance->get_path_to(new_skeleton));
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new_mesh_instance->set_skin(original_mesh_instance->get_skin());
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new_mesh_instance->set_mesh(other_half);
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meshes_to_add.emplace_back(new_mesh_instance);
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break;
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}
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}
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}
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meshes_to_remove.emplace(meshes_to_remove.begin(), i);
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}
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for (const uint32_t i : meshes_to_remove)
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{
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this->meshes.erase(this->meshes.begin() + i);
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}
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for (MeshInstance3D *mesh : meshes_to_add)
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{
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this->meshes.emplace_back(mesh);
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}
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}
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}
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}
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}
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}
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void Character3D::set_meshes(TypedArray<ArrayMesh> m)
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void Character3D::_activate_ragdoll()
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{
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{
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if (this->character_skeleton)
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this->meshes = m;
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this->full_aabb = AABB();
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this->_rebuild_mesh_instances();
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}
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void Character3D::set_character_skeleton(CharacterSkeleton3D *cs)
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{
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this->character_skeleton = cs;
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this->_rebuild_mesh_instances();
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}
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void Character3D::take_damage(const HurtboxDamage &hit_data)
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{
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for (const auto &[character_skeleton, bones] : hit_data.bones)
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{
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{
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if (PhysicalBoneSimulator3D *physical_bone_simulator = this->character_skeleton->get_physical_bone_simulator())
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Skeleton3D *skeleton = character_skeleton->get_skeleton();
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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));
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std::vector<MeshInstance3D*> sliced_mesh_instances = character_skeleton->get_mesh_instances();
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const uint32_t num_mesh_instances = sliced_mesh_instances.size();
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TypedArray<ArrayMesh> first_half_meshes_to_add;
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TypedArray<ArrayMesh> other_half_meshes_to_add;
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for (uint32_t i = 0; i < num_mesh_instances; i++)
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{
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{
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const TypedArray<Node> &physical_bones = physical_bone_simulator->get_children();
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MeshInstance3D *original_mesh_instance = sliced_mesh_instances[i];
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const uint32_t num_physical_bones = physical_bones.size();
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Ref<ArrayMesh> first_half; first_half.instantiate();
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for (uint32_t i = 0; i < num_physical_bones; i++)
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Ref<ArrayMesh> other_half; other_half.instantiate();
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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);
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if (first_half->get_surface_count() <= 0 && other_half->get_surface_count() > 0)
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{
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{
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if (PhysicalBone3D *bone = cast_to<PhysicalBone3D>(physical_bones[i]))
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Ref<ArrayMesh> temp = first_half;
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{
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first_half = other_half;
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bone->set_collision_layer(0);
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other_half = temp;
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}
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}
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}
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physical_bone_simulator->physical_bones_start_simulation();
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if (first_half->get_surface_count() > 0)
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{
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first_half_meshes_to_add.append(first_half);
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}
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if (other_half->get_surface_count() > 0)
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{
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other_half_meshes_to_add.append(other_half);
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}
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}
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character_skeleton->set_meshes(first_half_meshes_to_add);
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if (other_half_meshes_to_add.size() > 0)
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{
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RandomNumberGenerator *rng = memnew(RandomNumberGenerator);
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const float random_x = rng->randf_range(-0.05f, 0.05f);
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const float random_z = rng->randf_range(-0.05f, 0.05f);
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CharacterSkeleton3D *new_character_skeleton = cast_to<CharacterSkeleton3D>(this->character_skeleton->duplicate());
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this->character_skeleton->add_sibling(new_character_skeleton);
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new_character_skeleton->set_position(Vector3(random_x, 0.0f, random_z));
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PRINT_LOG(CHARACTER3D_TAG, "Adding new meshes:");
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for (uint16_t i = 0; i < other_half_meshes_to_add.size(); i++)
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{
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const Ref<ArrayMesh> &new_array_mesh = other_half_meshes_to_add[i];
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PRINT_LOG(CHARACTER3D_TAG, " Mesh ", i+1, " size: ", new_array_mesh->get_surface_count());
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}
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new_character_skeleton->set_meshes(other_half_meshes_to_add);
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}
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}
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}
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}
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}
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}
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@@ -161,3 +110,41 @@ void Character3D::_on_fell_out_of_world()
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{
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{
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this->emit_signal("fell_out_of_world");
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this->emit_signal("fell_out_of_world");
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}
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}
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void Character3D::_rebuild_mesh_instances()
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{
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if (!this->is_node_ready()) return;
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uint16_t num_mesh_instances = this->_mesh_instances.size();
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for (uint16_t i = 0; i < num_mesh_instances; i++)
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{
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this->_mesh_instances[i]->queue_free();
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}
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if (!this->character_skeleton) return;
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this->_mesh_instances = this->character_skeleton->set_meshes(this->meshes);
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const uint32_t num_meshes = this->_mesh_instances.size();
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for (const MeshInstance3D *mesh_instance : this->_mesh_instances)
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{
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const Vector3 &full_aabb_position = this->full_aabb.get_position();
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const Vector3 &full_aabb_size = this->full_aabb.get_size();
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const AABB &aabb = mesh_instance->get_aabb();
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const Vector3 &aabb_position = aabb.get_position();
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const Vector3 &aabb_size = aabb.get_size();
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this->full_aabb.set_position(Vector3(
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UtilityFunctions::minf(full_aabb_position.x, aabb_position.x),
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UtilityFunctions::minf(full_aabb_position.y, aabb_position.y),
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UtilityFunctions::minf(full_aabb_position.z, aabb_position.z)
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));
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this->full_aabb.set_size(Vector3(
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UtilityFunctions::maxf(full_aabb_position.x, aabb_size.x),
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UtilityFunctions::maxf(full_aabb_position.y, aabb_size.y),
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UtilityFunctions::maxf(full_aabb_position.z, aabb_size.z)
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));
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}
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}
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@@ -16,6 +16,7 @@
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/material.hpp>
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#include <godot_cpp/classes/material.hpp>
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/variant/dictionary.hpp>
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#include <godot_cpp/variant/dictionary.hpp>
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using namespace godot;
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using namespace godot;
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@@ -29,8 +30,9 @@ class Character3D : public CharacterBody3D, public IDamageable
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public:
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public:
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virtual void _ready() override;
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virtual void _ready() override;
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virtual void take_damage(const Dictionary &hit_data) override;
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virtual void take_damage(const HurtboxDamage &hit_data) override;
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TypedArray<ArrayMesh> get_meshes() const { return this->meshes; }
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CharacterSkeleton3D *get_character_skeleton() const { return this->character_skeleton; }
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CharacterSkeleton3D *get_character_skeleton() const { return this->character_skeleton; }
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TypedArray<Material> get_inner_materials() const { return this->inner_materials; }
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TypedArray<Material> get_inner_materials() const { return this->inner_materials; }
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@@ -38,19 +40,22 @@ public:
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virtual void _on_fell_out_of_world();
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virtual void _on_fell_out_of_world();
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protected:
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protected:
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void set_character_skeleton(CharacterSkeleton3D *cs) { this->character_skeleton = cs; }
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void set_meshes(TypedArray<ArrayMesh> m);
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void set_character_skeleton(CharacterSkeleton3D *cs);
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void set_inner_materials(TypedArray<Material> materials) { this->inner_materials = materials; }
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void set_inner_materials(TypedArray<Material> materials) { this->inner_materials = materials; }
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private:
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private:
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void _activate_ragdoll();
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void _rebuild_mesh_instances();
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TypedArray<ArrayMesh> meshes;
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CharacterSkeleton3D *character_skeleton = nullptr;
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CharacterSkeleton3D *character_skeleton = nullptr;
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AABB full_aabb;
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AABB full_aabb;
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TypedArray<Material> inner_materials;
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TypedArray<Material> inner_materials;
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std::vector<MeshInstance3D*> meshes;
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std::vector<MeshInstance3D*> _mesh_instances;
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std::vector<CharacterSkeleton3D*> skeleton_list;
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// Godot boilerplate below
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// Godot boilerplate below
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protected:
|
protected:
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@@ -60,10 +65,8 @@ protected:
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ADD_SIGNAL(MethodInfo("fell_out_of_world"));
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ADD_SIGNAL(MethodInfo("fell_out_of_world"));
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ClassDB::bind_method(D_METHOD("get_character_skeleton"), &Character3D::get_character_skeleton);
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ADD_GETTER_SETTER_HINTED(Character3D, meshes, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, "ArrayMesh");
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ClassDB::bind_method(D_METHOD("set_character_skeleton", "character_skeleton"), &Character3D::set_character_skeleton);
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ADD_GETTER_SETTER_HINTED(Character3D, character_skeleton, Variant::OBJECT, PROPERTY_HINT_NODE_TYPE, "CharacterSkeleton3D");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "character_skeleton", PROPERTY_HINT_NODE_TYPE, "CharacterSkeleton3D"), "set_character_skeleton", "get_character_skeleton");
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|
||||||
|
|
||||||
ADD_GETTER_SETTER_HINTED(Character3D, inner_materials, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, "Material");
|
ADD_GETTER_SETTER_HINTED(Character3D, inner_materials, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, "Material");
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -14,6 +14,33 @@
|
|||||||
using namespace godot;
|
using namespace godot;
|
||||||
|
|
||||||
|
|
||||||
|
std::vector<MeshInstance3D*> CharacterSkeleton3D::set_meshes(TypedArray<ArrayMesh> meshes)
|
||||||
|
{
|
||||||
|
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->_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->_mesh_instances.emplace_back(mesh_instance);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return this->_mesh_instances;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void CharacterSkeleton3D::_activate_ragdoll()
|
void CharacterSkeleton3D::_activate_ragdoll()
|
||||||
{
|
{
|
||||||
if (this->physical_bone_simulator)
|
if (this->physical_bone_simulator)
|
||||||
|
|||||||
@@ -11,6 +11,8 @@
|
|||||||
|
|
||||||
#include <godot_cpp/classes/animation_player.hpp>
|
#include <godot_cpp/classes/animation_player.hpp>
|
||||||
#include <godot_cpp/classes/animation_tree.hpp>
|
#include <godot_cpp/classes/animation_tree.hpp>
|
||||||
|
#include <godot_cpp/classes/array_mesh.hpp>
|
||||||
|
#include <godot_cpp/classes/mesh_instance3d.hpp>
|
||||||
#include <godot_cpp/classes/node3d.hpp>
|
#include <godot_cpp/classes/node3d.hpp>
|
||||||
#include <godot_cpp/classes/physical_bone_simulator3d.hpp>
|
#include <godot_cpp/classes/physical_bone_simulator3d.hpp>
|
||||||
#include <godot_cpp/classes/skeleton3d.hpp>
|
#include <godot_cpp/classes/skeleton3d.hpp>
|
||||||
@@ -24,11 +26,16 @@ class CharacterSkeleton3D : public Node3D
|
|||||||
GDCLASS(CharacterSkeleton3D, Node3D);
|
GDCLASS(CharacterSkeleton3D, Node3D);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
std::vector<MeshInstance3D*> set_meshes(TypedArray<ArrayMesh> meshes);
|
||||||
|
|
||||||
Skeleton3D *get_skeleton() const { return this->skeleton; }
|
Skeleton3D *get_skeleton() const { return this->skeleton; }
|
||||||
PhysicalBoneSimulator3D *get_physical_bone_simulator() const { return this->physical_bone_simulator; }
|
PhysicalBoneSimulator3D *get_physical_bone_simulator() const { return this->physical_bone_simulator; }
|
||||||
AnimationPlayer *get_animation_player() const { return this->animation_player; }
|
AnimationPlayer *get_animation_player() const { return this->animation_player; }
|
||||||
AnimationTree *get_animation_tree() const { return this->animation_tree; }
|
AnimationTree *get_animation_tree() const { return this->animation_tree; }
|
||||||
|
|
||||||
|
void replace_mesh_instance(const uint16_t index, Ref<ArrayMesh> new_mesh) { this->_mesh_instances[index]->set_mesh(new_mesh); }
|
||||||
|
std::vector<MeshInstance3D*> get_mesh_instances() const { return this->_mesh_instances; }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
void set_skeleton(Skeleton3D *s) { this->skeleton = s; }
|
void set_skeleton(Skeleton3D *s) { this->skeleton = s; }
|
||||||
void set_physical_bone_simulator(PhysicalBoneSimulator3D *pbs) { this->physical_bone_simulator = pbs; }
|
void set_physical_bone_simulator(PhysicalBoneSimulator3D *pbs) { this->physical_bone_simulator = pbs; }
|
||||||
@@ -45,6 +52,8 @@ private:
|
|||||||
AnimationPlayer *animation_player = nullptr;
|
AnimationPlayer *animation_player = nullptr;
|
||||||
AnimationTree *animation_tree = nullptr;
|
AnimationTree *animation_tree = nullptr;
|
||||||
|
|
||||||
|
std::vector<MeshInstance3D*> _mesh_instances;
|
||||||
|
|
||||||
// Godot boilerplate below
|
// Godot boilerplate below
|
||||||
protected:
|
protected:
|
||||||
static void _bind_methods()
|
static void _bind_methods()
|
||||||
|
|||||||
@@ -8,7 +8,7 @@
|
|||||||
#include "hurtbox_base.h"
|
#include "hurtbox_base.h"
|
||||||
#include "orng_macros.h"
|
#include "orng_macros.h"
|
||||||
|
|
||||||
#include "character_3d.h"
|
#include "nodes/character_nodes/character_3d.h"
|
||||||
|
|
||||||
#include <godot_cpp/classes/engine.hpp>
|
#include <godot_cpp/classes/engine.hpp>
|
||||||
#include <godot_cpp/classes/physical_bone3d.hpp>
|
#include <godot_cpp/classes/physical_bone3d.hpp>
|
||||||
@@ -24,7 +24,7 @@ void HurtboxBase::_enter_tree()
|
|||||||
{
|
{
|
||||||
this->collision_shape = memnew(CollisionShape3D);
|
this->collision_shape = memnew(CollisionShape3D);
|
||||||
this->collision_shape->set_shape(this->shape);
|
this->collision_shape->set_shape(this->shape);
|
||||||
this->add_child(this->collision_shape);
|
this->add_child(this->collision_shape, false, Node::INTERNAL_MODE_BACK);
|
||||||
}
|
}
|
||||||
|
|
||||||
Area3D::_enter_tree();
|
Area3D::_enter_tree();
|
||||||
@@ -58,44 +58,48 @@ void HurtboxBase::_physics_process(double delta)
|
|||||||
const TypedArray<Node3D> &bodies = this->get_overlapping_bodies();
|
const TypedArray<Node3D> &bodies = this->get_overlapping_bodies();
|
||||||
const uint32_t num_bodies = bodies.size();
|
const uint32_t num_bodies = bodies.size();
|
||||||
|
|
||||||
|
std::vector<IDamageable*> new_hit_bodies;
|
||||||
|
std::vector<CharacterSkeleton3D*> new_hit_skeletons;
|
||||||
|
|
||||||
for (uint32_t i = 0; i < num_bodies; i++)
|
for (uint32_t i = 0; i < num_bodies; i++)
|
||||||
{
|
{
|
||||||
if (PhysicalBone3D *character_bone = cast_to<PhysicalBone3D>(bodies[i]))
|
if (PhysicalBone3D *character_bone = cast_to<PhysicalBone3D>(bodies[i]))
|
||||||
{
|
{
|
||||||
if (CharacterSkeleton3D *character_skeleton = cast_to<CharacterSkeleton3D>(character_bone->get_owner()))
|
if (CharacterSkeleton3D *character_skeleton = cast_to<CharacterSkeleton3D>(character_bone->get_owner()))
|
||||||
{
|
{
|
||||||
Character3D *body = cast_to<Character3D>(character_skeleton->get_parent());
|
if (Character3D *body = cast_to<Character3D>(character_skeleton->get_parent()))
|
||||||
if (body && !this->hit_character_bodies.has(body))
|
|
||||||
{
|
{
|
||||||
this->hit_character_bodies.append(body);
|
if (std::find(this->hit_bodies.begin(), this->hit_bodies.end(), body) == this->hit_bodies.end())
|
||||||
TypedArray<int32_t> bone_hits;
|
|
||||||
|
|
||||||
for (uint32_t bone_index = 0; bone_index < num_bodies; bone_index++)
|
|
||||||
{
|
{
|
||||||
if (PhysicalBone3D *bone = cast_to<PhysicalBone3D>(bodies[bone_index]))
|
new_hit_bodies.emplace_back(body);
|
||||||
|
|
||||||
|
if (std::find(new_hit_skeletons.begin(), new_hit_skeletons.end(), character_skeleton) == new_hit_skeletons.end())
|
||||||
{
|
{
|
||||||
if (String(bone->get_path()).begins_with(String(body->get_path())))
|
HurtboxDamage character_damage;
|
||||||
|
character_damage.hit_points = this->hit_points;
|
||||||
|
character_damage.global_hit_transform = this->get_global_transform();
|
||||||
|
|
||||||
|
for (uint32_t bone_index = 0; bone_index < num_bodies; bone_index++)
|
||||||
{
|
{
|
||||||
bone_hits.append(bone->get_bone_id());
|
if (PhysicalBone3D *bone = cast_to<PhysicalBone3D>(bodies[bone_index]))
|
||||||
PRINT_LOG(HURTBOX_BASE_TAG, "Bone hit: ", bone->get_name(), " (", bone->get_class(), " : ", bone->get_rid(), ")");
|
{
|
||||||
|
if (String(bone->get_path()).begins_with(character_skeleton->get_path()))
|
||||||
|
character_damage.bones[character_skeleton].emplace_back(bone->get_bone_id());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
this->hit_data_queue[body].emplace_back(character_damage);
|
||||||
|
new_hit_skeletons.emplace_back(character_skeleton);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
PRINT_LOG(HURTBOX_BASE_TAG, "Character hit: ", body->get_name(), " (", body->get_class(), " : ", body->get_rid(), ")");
|
|
||||||
|
|
||||||
Dictionary hit_data;
|
|
||||||
hit_data["body"] = body;
|
|
||||||
hit_data["bone_hits"] = bone_hits;
|
|
||||||
hit_data["hit_points"] = this->hit_points;
|
|
||||||
hit_data["hit_transform"] = this->get_global_transform();
|
|
||||||
|
|
||||||
this->hit_data_queue.emplace_back(hit_data);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for (IDamageable *damageable : new_hit_bodies)
|
||||||
|
this->hit_bodies.emplace_back(damageable);
|
||||||
|
|
||||||
if (this->remaining_life <= 0.0f)
|
if (this->remaining_life <= 0.0f)
|
||||||
this->collision_shape->set_disabled(true);
|
this->collision_shape->set_disabled(true);
|
||||||
else
|
else
|
||||||
@@ -106,18 +110,20 @@ void HurtboxBase::_send_next_in_queue()
|
|||||||
{
|
{
|
||||||
if (!this->hit_data_queue.empty())
|
if (!this->hit_data_queue.empty())
|
||||||
{
|
{
|
||||||
const Dictionary &hit_data = this->hit_data_queue.front();
|
const std::map<IDamageable*, std::vector<HurtboxDamage>>::iterator &first_in_queue = this->hit_data_queue.begin();
|
||||||
Character3D *body = cast_to<Character3D>(hit_data["body"]);
|
for (const HurtboxDamage &damage : first_in_queue->second)
|
||||||
body->take_damage(hit_data);
|
{
|
||||||
|
first_in_queue->first->take_damage(damage);
|
||||||
|
}
|
||||||
this->hit_data_queue.erase(this->hit_data_queue.begin());
|
this->hit_data_queue.erase(this->hit_data_queue.begin());
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->remaining_life > 0.0f)
|
if (this->hit_data_queue.empty() && this->remaining_life <= 0.0f)
|
||||||
{
|
|
||||||
CALL_NEXT_FRAME(callable_mp(this, &HurtboxBase::_send_next_in_queue));
|
|
||||||
}
|
|
||||||
else if (this->hit_data_queue.empty())
|
|
||||||
{
|
{
|
||||||
this->queue_free();
|
this->queue_free();
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
CALL_NEXT_FRAME(callable_mp(this, &HurtboxBase::_send_next_in_queue));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,7 +9,8 @@
|
|||||||
|
|
||||||
#include "orng_macros.h"
|
#include "orng_macros.h"
|
||||||
|
|
||||||
#include "character_3d.h"
|
#include "nodes/character_nodes/character_3d.h"
|
||||||
|
#include "nodes/character_nodes/character_skeleton3d.h"
|
||||||
|
|
||||||
#include <godot_cpp/classes/collision_shape3d.hpp>
|
#include <godot_cpp/classes/collision_shape3d.hpp>
|
||||||
#include <godot_cpp/classes/shape3d.hpp>
|
#include <godot_cpp/classes/shape3d.hpp>
|
||||||
@@ -19,6 +20,14 @@ using namespace godot;
|
|||||||
#define HURTBOX_BASE_TAG "HurtboxBase"
|
#define HURTBOX_BASE_TAG "HurtboxBase"
|
||||||
|
|
||||||
|
|
||||||
|
struct HurtboxDamage
|
||||||
|
{
|
||||||
|
std::map<CharacterSkeleton3D*, std::vector<int32_t>> bones;
|
||||||
|
int32_t hit_points = 0;
|
||||||
|
Transform3D global_hit_transform;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
class HurtboxBase : public Area3D
|
class HurtboxBase : public Area3D
|
||||||
{
|
{
|
||||||
GDCLASS(HurtboxBase, Area3D);
|
GDCLASS(HurtboxBase, Area3D);
|
||||||
@@ -39,7 +48,7 @@ public:
|
|||||||
int32_t get_hit_points() const { return this->hit_points; }
|
int32_t get_hit_points() const { return this->hit_points; }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
std::vector<Dictionary> hit_data_queue;
|
std::map<class IDamageable*, std::vector<HurtboxDamage>> hit_data_queue;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Dictionary _create_hit_data_struct() const;
|
Dictionary _create_hit_data_struct() const;
|
||||||
@@ -52,7 +61,7 @@ private:
|
|||||||
float remaining_life = 0.0f;
|
float remaining_life = 0.0f;
|
||||||
int32_t hit_points = 0;
|
int32_t hit_points = 0;
|
||||||
|
|
||||||
TypedArray<Character3D> hit_character_bodies;
|
std::vector<class IDamageable*> hit_bodies;
|
||||||
|
|
||||||
|
|
||||||
// Godot boilerplate below
|
// Godot boilerplate below
|
||||||
|
|||||||
@@ -516,7 +516,8 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices)
|
for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices)
|
||||||
{
|
{
|
||||||
const Vector3 &position = first_half_vertices[vertex.surface][vertex.index];
|
const Vector3 &position = first_half_vertices[vertex.surface][vertex.index];
|
||||||
const Vector3 &local_plane_transformed_normal = skinned_vertex_transforms[vertex.surface][vertex.index].xform(local_plane_normal).normalized();
|
const Transform3D &skinned_vertex_transform = skinned_vertex_transforms[vertex.surface][vertex.index];
|
||||||
|
const Vector3 &local_plane_transformed_normal = skinned_vertex_transform.xform(local_plane_normal).normalized();
|
||||||
|
|
||||||
cap_section_vertices.append(position);
|
cap_section_vertices.append(position);
|
||||||
if (surface_has_normal[vertex.surface])
|
if (surface_has_normal[vertex.surface])
|
||||||
@@ -607,9 +608,9 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
if (cap_section_weights.size()) cap_other_mesh_section[ArrayMesh::ARRAY_WEIGHTS] = cap_section_weights;
|
if (cap_section_weights.size()) cap_other_mesh_section[ArrayMesh::ARRAY_WEIGHTS] = cap_section_weights;
|
||||||
out_other_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, cap_other_mesh_section);
|
out_other_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, cap_other_mesh_section);
|
||||||
out_other_half->surface_set_material(out_other_half->get_surface_count()-1, cap_materials[uv_plane]);
|
out_other_half->surface_set_material(out_other_half->get_surface_count()-1, cap_materials[uv_plane]);
|
||||||
}
|
|
||||||
|
|
||||||
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Generated final cap surface at ", time->get_ticks_msec(), "ms");
|
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Generated final cap surface at ", time->get_ticks_msec(), "ms");
|
||||||
|
}
|
||||||
|
|
||||||
return impact_points;
|
return impact_points;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user