- Added Character3D as a C++ class.

- PlayerOrigin now loads a preview of the player scene in the editor.
- LevelScene now executes a signal when a Character3D falls out of the world.
- SublevelScene no longer crashes when the extension is reloaded.
- slice_mesh() now transforms the slice cap normals to match the vertices.
- InputResource now sends mouse axis inputs to a separate callback.
- Added debug log macros.
This commit is contained in:
2026-08-28 15:54:17 -04:00
parent 431b7c2f8a
commit ad7281a47a
16 changed files with 258 additions and 40 deletions
+6
View File
@@ -1,5 +1,11 @@
env = SConscript("godot-cpp/SConstruct") env = SConscript("godot-cpp/SConstruct")
env.Append(CPPPATH="liborng/") env.Append(CPPPATH="liborng/")
env.Append(CPPPATH="liborng/data_assets")
env.Append(CPPPATH="liborng/nodes")
env.Append(CPPPATH="liborng/nodes/character_nodes")
env.Append(CPPPATH="liborng/resources")
env.Append(CPPPATH="liborng/singletons")
env.Append(CPPPATH="liborng/singletons/vendor_service")
src = Glob('liborng/*.cpp') src = Glob('liborng/*.cpp')
src += Glob('liborng/**/*.cpp') src += Glob('liborng/**/*.cpp')
@@ -0,0 +1,34 @@
/*
* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
*
* If this source code makes it to the public internet, this software can be
* considered to be protected by the MIT licence. Have fun with it.
*/
#include "character_3d.h"
#include "orng_macros.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
void Character3D::_ready()
{
set_animation_tree_path(this->animation_tree_path);
}
void Character3D::set_animation_tree_path(NodePath at)
{
this->animation_tree_path = at;
this->animation_tree = cast_to<AnimationTree>(Node::get_node_or_null(this->animation_tree_path));
}
void Character3D::_on_fell_out_of_world()
{
this->emit_signal("fell_out_of_world");
}
@@ -0,0 +1,53 @@
/*
* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
*
* If this source code makes it to the public internet, this software can be
* considered to be protected by the MIT licence. Have fun with it.
*/
#pragma once
#include "orng_macros.h"
#include <map>
#include <godot_cpp/classes/animation_tree.hpp>
#include <godot_cpp/classes/character_body3d.hpp>
using namespace godot;
#define CHARACTER3D_TAG "Character3D"
class Character3D : public CharacterBody3D
{
GDCLASS(Character3D, CharacterBody3D);
public:
virtual void _ready() override;
virtual void _on_fell_out_of_world();
protected:
void set_animation_tree_path(NodePath at);
NodePath get_animation_tree_path() const { return this->animation_tree_path; }
private:
AnimationTree *get_animation_tree() const { return this->animation_tree; }
NodePath animation_tree_path;
AnimationTree *animation_tree = nullptr;
// Godot boilerplate below
protected:
static void _bind_methods()
{
BIND_METHOD(Character3D, _on_fell_out_of_world);
ADD_SIGNAL(MethodInfo("fell_out_of_world"));
ClassDB::bind_method(D_METHOD("get_animation_tree_path"), &Character3D::get_animation_tree_path);
ClassDB::bind_method(D_METHOD("set_animation_tree_path", "animation_tree"), &Character3D::set_animation_tree_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "animation_tree", PROPERTY_HINT_NODE_TYPE, "AnimationTree"), "set_animation_tree_path", "get_animation_tree_path");
ClassDB::bind_method(D_METHOD("get_animation_tree"), &Character3D::get_animation_tree);
}
};
+8 -7
View File
@@ -7,6 +7,7 @@
#include "level_scene.h" #include "level_scene.h"
#include "character_3d.h"
#include "nodes/player_spawn.h" #include "nodes/player_spawn.h"
#include "singletons/save_manager.h" #include "singletons/save_manager.h"
@@ -38,11 +39,11 @@ void LevelScene::_scene_ready()
#ifdef DEBUG_ENABLED #ifdef DEBUG_ENABLED
if (!this->game_classes.is_valid()) if (!this->game_classes.is_valid())
{ {
UtilityFunctions::push_error("No GameClasses resource attached to level."); PRINT_ERROR(LEVEL_SCENE_TAG, "No GameClasses resource attached to level.");
return; return;
} }
#endif #endif
this->level_death_plane_node = cast_to<Area3D>(this->get_node_or_null(this->level_death_plane)); this->level_death_plane_node = cast_to<Area3D>(this->get_node_or_null(this->level_death_plane));
if (this->level_death_plane_node) if (this->level_death_plane_node)
{ {
@@ -62,7 +63,7 @@ void LevelScene::_scene_ready()
#ifdef DEBUG_ENABLED #ifdef DEBUG_ENABLED
if (!spawn_point) if (!spawn_point)
{ {
UtilityFunctions::push_error("Could not find a spawn point named ", current_checkpoint, "; defaulting to origin..."); PRINT_ERROR(LEVEL_SCENE_TAG, "Could not find a spawn point named ", current_checkpoint, "; defaulting to origin...");
spawn_point = spawn_points[PLAYER_ORIGIN_TAG]; spawn_point = spawn_points[PLAYER_ORIGIN_TAG];
DEV_ASSERT(spawn_point); DEV_ASSERT(spawn_point);
} }
@@ -97,12 +98,12 @@ void LevelScene::_find_player_spawns_recursive(const Node *node, SpawnPointMap &
void LevelScene::_body_fell_out_of_world(Node3D *body) void LevelScene::_body_fell_out_of_world(Node3D *body)
{ {
if (body->has_method("on_fell_out_of_world")) if (Character3D *character3d = cast_to<Character3D>(body))
{ {
body->call("on_fell_out_of_world"); character3d->emit_signal(FELL_OUT_OF_WORLD_SIGNAL);
} }
else else if (body->has_method(FELL_OUT_OF_WORLD_METHOD))
{ {
body->queue_free(); body->call(FELL_OUT_OF_WORLD_METHOD);
} }
} }
+5
View File
@@ -15,6 +15,11 @@
#include <godot_cpp/classes/resource.hpp> #include <godot_cpp/classes/resource.hpp>
using namespace godot; using namespace godot;
#define LEVEL_SCENE_TAG "LevelScene"
#define FELL_OUT_OF_WORLD_SIGNAL "fell_out_of_world"
#define FELL_OUT_OF_WORLD_METHOD "_on_fell_out_of_world"
typedef std::map<const class StringName, const class PlayerOrigin*> SpawnPointMap; typedef std::map<const class StringName, const class PlayerOrigin*> SpawnPointMap;
+25 -20
View File
@@ -28,15 +28,15 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original
{ {
const Time *time = Time::get_singleton(); const Time *time = Time::get_singleton();
UtilityFunctions::print("Started slicing mesh at ", time->get_ticks_msec(), "ms"); PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Started slicing mesh at ", time->get_ticks_msec(), "ms");
const Mesh *original_mesh = original_mesh_instance->get_mesh().ptr(); const Mesh *original_mesh = original_mesh_instance->get_mesh().ptr();
const uint8_t num_surfaces = original_mesh->get_surface_count(); const uint8_t num_surfaces = original_mesh->get_surface_count();
TypedArray<Transform3D> bone_transforms; std::vector<std::vector<Transform3D>> skinned_vertex_transforms;
const SkinnedSurfaces &skinned_vertex_positions = MeshEditingLibrary::get_skinned_vertex_positions(original_mesh, original_skeleton, bone_transforms); const SkinnedSurfaces &skinned_vertex_positions = MeshEditingLibrary::get_skinned_vertex_positions(original_mesh, original_skeleton, skinned_vertex_transforms);
UtilityFunctions::print("Got skinned vertices at ", time->get_ticks_msec(), "ms"); PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Got skinned vertices at ", time->get_ticks_msec(), "ms");
PackedVector3Array impact_points; PackedVector3Array impact_points;
@@ -166,7 +166,7 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original
PackedInt32Array other_half_section_indices; PackedInt32Array other_half_section_indices;
const PackedInt32Array &surface_index_array = surface_arrays[ArrayMesh::ARRAY_INDEX]; const PackedInt32Array &surface_index_array = surface_arrays[ArrayMesh::ARRAY_INDEX];
UtilityFunctions::print("Surface ", surface, " sorted by plane distance at ", time->get_ticks_msec(), "ms"); PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Surface ", surface, " sorted by plane distance at ", time->get_ticks_msec(), "ms");
if (!(first_half_section_vertices.size() > 0 && other_half_section_vertices.size() > 0)) if (!(first_half_section_vertices.size() > 0 && other_half_section_vertices.size() > 0))
{ {
@@ -463,7 +463,7 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original
out_other_half->surface_set_material(surface, original_mesh->surface_get_material(surface)); out_other_half->surface_set_material(surface, original_mesh->surface_get_material(surface));
} }
UtilityFunctions::print("Surface ", surface, " split edges at ", time->get_ticks_msec(), "ms"); PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Surface ", surface, " split edges at ", time->get_ticks_msec(), "ms");
if (clip_edges.size() > 0) if (clip_edges.size() > 0)
{ {
@@ -501,9 +501,10 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original
for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices) for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices)
{ {
const Vector3 &position = first_half_section_vertices[vertex.index]; const Vector3 &position = first_half_section_vertices[vertex.index];
const Vector3 &local_plane_transformed_normal = skinned_vertex_transforms[surface][vertex.index].xform(local_plane_normal).normalized();
cap_section_vertices.append(position); cap_section_vertices.append(position);
if (has_normal) { cap_section_normals.append(local_plane_normal * -1.0f); cap_section_flipped_normals.append(local_plane_normal); } if (has_normal) { cap_section_normals.append(local_plane_transformed_normal); cap_section_flipped_normals.append(local_plane_transformed_normal * -1.0f); }
if (has_colour) { cap_section_colours.append(first_half_section_colours[vertex.index]); } if (has_colour) { cap_section_colours.append(first_half_section_colours[vertex.index]); }
if (has_uv) { cap_section_uvs.append(MeshEditingLibrary::calculate_planar_uv(position, mesh_bounds, uv_plane)); } if (has_uv) { cap_section_uvs.append(MeshEditingLibrary::calculate_planar_uv(position, mesh_bounds, uv_plane)); }
if (has_uv2) { cap_section_uv2s.append(first_half_section_uv2s[vertex.index]); } if (has_uv2) { cap_section_uv2s.append(first_half_section_uv2s[vertex.index]); }
@@ -548,7 +549,7 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original
} }
} }
UtilityFunctions::print("Surface ", surface, " created cap surface at ", time->get_ticks_msec(), "ms"); PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Surface ", surface, " created cap surface at ", time->get_ticks_msec(), "ms");
} }
if (cap_section_vertices.size() > 0 && cap_section_indices.size() > 0) if (cap_section_vertices.size() > 0 && cap_section_indices.size() > 0)
@@ -590,12 +591,12 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original
out_other_half->surface_set_material(out_other_half->get_surface_count()-1, cap_material); out_other_half->surface_set_material(out_other_half->get_surface_count()-1, cap_material);
} }
UtilityFunctions::print("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;
} }
SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mesh, const Skeleton3D *skeleton, TypedArray<Transform3D> &bone_transforms) SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mesh, const Skeleton3D *skeleton, std::vector<std::vector<Transform3D>> &vertex_transforms)
{ {
const uint8_t num_surfaces = mesh->get_surface_count(); const uint8_t num_surfaces = mesh->get_surface_count();
SkinnedSurfaces skinned_vertex_surfaces; SkinnedSurfaces skinned_vertex_surfaces;
@@ -604,12 +605,15 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes
if (skeleton) if (skeleton)
{ {
const uint16_t bone_count = skeleton->get_bone_count(); const uint16_t bone_count = skeleton->get_bone_count();
std::vector<Transform3D> bone_transforms;
bone_transforms.resize(bone_count); bone_transforms.resize(bone_count);
for (uint8_t bone_index = 0; bone_index < bone_count; bone_index++) for (uint8_t bone_index = 0; bone_index < bone_count; bone_index++)
{ {
bone_transforms[bone_index] = skeleton->get_bone_global_pose(bone_index) * skeleton->get_bone_global_rest(bone_index).inverse(); bone_transforms[bone_index] = skeleton->get_bone_global_pose(bone_index) * skeleton->get_bone_global_rest(bone_index).inverse();
} }
vertex_transforms.resize(num_surfaces);
for (uint8_t surface = 0; surface < num_surfaces; surface++) for (uint8_t surface = 0; surface < num_surfaces; surface++)
{ {
const Array &mesh_arrays = mesh->surface_get_arrays(surface); const Array &mesh_arrays = mesh->surface_get_arrays(surface);
@@ -620,6 +624,9 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes
SkinnedVertices skinned_vertex_array; SkinnedVertices skinned_vertex_array;
skinned_vertex_array.resize(mesh_vertex_array_size); skinned_vertex_array.resize(mesh_vertex_array_size);
std::vector<Transform3D> skinned_vertex_transforms;
skinned_vertex_transforms.resize(mesh_vertex_array_size);
const PackedInt32Array &mesh_bones_array = mesh_arrays[ArrayMesh::ARRAY_BONES]; const PackedInt32Array &mesh_bones_array = mesh_arrays[ArrayMesh::ARRAY_BONES];
const PackedFloat32Array &mesh_weights_array = mesh_arrays[ArrayMesh::ARRAY_WEIGHTS]; const PackedFloat32Array &mesh_weights_array = mesh_arrays[ArrayMesh::ARRAY_WEIGHTS];
const uint8_t num_bones_per_vertex = mesh_bones_array.size() / mesh_vertex_array_size; const uint8_t num_bones_per_vertex = mesh_bones_array.size() / mesh_vertex_array_size;
@@ -644,21 +651,19 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes
origin += transforms[transform].origin; origin += transforms[transform].origin;
} }
const Vector3 &transformed_vertex = Vector3( const Transform3D &final_bone_transform = Transform3D(
x_basis.dot(vertex) + origin.x, x_basis.x, x_basis.y, x_basis.z,
y_basis.dot(vertex) + origin.y, y_basis.x, y_basis.y, y_basis.z,
z_basis.dot(vertex) + origin.z); z_basis.x, z_basis.y, z_basis.z,
skinned_vertex_array[vertex_index] = transformed_vertex; origin.x, origin.y, origin.z);
// The above is identical to the code seen below, except the below code does not work. skinned_vertex_transforms[vertex_index] = final_bone_transform;
// This is fucking stupid. skinned_vertex_array[vertex_index] = final_bone_transform.xform(vertex);
//
// const Transform3D &final_transform = Transform3D(x_basis, y_basis, z_basis, origin);
// skinned_vertex_array[vertex_index] = final_transform.xform(vertex);
delete transforms; delete transforms;
} }
skinned_vertex_surfaces[surface] = skinned_vertex_array; skinned_vertex_surfaces[surface] = skinned_vertex_array;
vertex_transforms[surface] = skinned_vertex_transforms;
} }
return skinned_vertex_surfaces; return skinned_vertex_surfaces;
+3 -1
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@@ -17,6 +17,8 @@ using namespace godot;
#include <vector> #include <vector>
#define MESH_EDITING_LIBRARY_TAG "MeshEditingLibrary"
typedef std::vector<Vector3> SkinnedVertices; typedef std::vector<Vector3> SkinnedVertices;
typedef std::vector<SkinnedVertices> SkinnedSurfaces; typedef std::vector<SkinnedVertices> SkinnedSurfaces;
@@ -79,7 +81,7 @@ protected:
private: private:
static const Vector2 calculate_planar_uv(const Vector3 &vertex, const Vector3 &mesh_bounds, const MeshSlicePlaneOrientation &axis); static const Vector2 calculate_planar_uv(const Vector3 &vertex, const Vector3 &mesh_bounds, const MeshSlicePlaneOrientation &axis);
static SkinnedSurfaces get_skinned_vertex_positions(const Mesh *mesh, const Skeleton3D *skeleton = nullptr, TypedArray<Transform3D> &bone_transforms = TypedArray<Transform3D>()); static SkinnedSurfaces get_skinned_vertex_positions(const Mesh *mesh, const Skeleton3D *skeleton = nullptr, std::vector<std::vector<Transform3D>> &bone_transforms = std::vector<std::vector<Transform3D>>());
static void project_edges(std::vector<MeshEditEdge2D> &out_2d_edges, const Transform3D &to_node_space, const std::vector<MeshEditEdge3D> &in_3d_edges, const Plane &plane); static void project_edges(std::vector<MeshEditEdge2D> &out_2d_edges, const Transform3D &to_node_space, const std::vector<MeshEditEdge3D> &in_3d_edges, const Plane &plane);
static void build_2d_polygons_from_edges(std::vector<MeshEditPolygon2D> &out_polygons, const std::vector<MeshEditEdge2D> &in_edges, std::vector<MeshEditPolygon2D> &error_polygons); static void build_2d_polygons_from_edges(std::vector<MeshEditPolygon2D> &out_polygons, const std::vector<MeshEditEdge2D> &in_edges, std::vector<MeshEditPolygon2D> &error_polygons);
+55
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@@ -41,6 +41,18 @@ void PlayerSpawn::_on_area_3d_body_entered(Node3D *body)
} }
void PlayerOrigin::_ready()
{
#ifdef DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint())
{
this->unload_editor_preview();
this->load_editor_preview();
}
#endif // DEBUG_ENABLED
}
bool PlayerOrigin::spawn_player(Node3D *parent, Ref<PackedScene> player) const bool PlayerOrigin::spawn_player(Node3D *parent, Ref<PackedScene> player) const
{ {
Ref<PackedScene> player_scene_to_unpack = this->player_scene.is_valid() ? this->player_scene : player; Ref<PackedScene> player_scene_to_unpack = this->player_scene.is_valid() ? this->player_scene : player;
@@ -70,3 +82,46 @@ bool PlayerOrigin::spawn_player(Node3D *parent, Ref<PackedScene> player) const
return false; return false;
} }
void PlayerOrigin::set_player_scene(Ref<PackedScene> s)
{
this->player_scene = s;
#ifdef DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint())
{
this->unload_editor_preview();
this->load_editor_preview();
}
#endif // DEBUG_ENABLED
}
void PlayerOrigin::load_editor_preview()
{
if (this->player_preview_node)
return;
if (SceneLoader *scene_loader = SceneLoader::get_singleton())
{
scene_loader->load_scene(this->player_scene->get_path(), callable_mp(this, &PlayerOrigin::_threaded_load_callback));
}
}
void PlayerOrigin::_threaded_load_callback(Ref<PackedScene> loaded_scene)
{
if (loaded_scene.is_valid())
{
this->player_preview_node = cast_to<Node3D>(loaded_scene->instantiate());
this->add_child(this->player_preview_node);
}
}
void PlayerOrigin::unload_editor_preview()
{
if (this->player_preview_node)
{
this->player_preview_node->queue_free();
this->player_preview_node = nullptr;
}
}
+11 -1
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@@ -8,6 +8,7 @@
#pragma once #pragma once
#include "orng_macros.h" #include "orng_macros.h"
#include "singletons/scene_loader.h"
#include <godot_cpp/classes/node3d.hpp> #include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/packed_scene.hpp> #include <godot_cpp/classes/packed_scene.hpp>
@@ -24,6 +25,8 @@ class PlayerOrigin : public Node3D
GDCLASS(PlayerOrigin, Node3D); GDCLASS(PlayerOrigin, Node3D);
public: public:
virtual void _ready() override;
// Spawn the player at the spawn point's location. If the spawn point has // Spawn the player at the spawn point's location. If the spawn point has
// no player scene set, the passed in player scene will be used. Function // no player scene set, the passed in player scene will be used. Function
// returns false if no player could be spawned. // returns false if no player could be spawned.
@@ -31,12 +34,15 @@ public:
virtual StringName get_tag() const { return this->tag; } virtual StringName get_tag() const { return this->tag; }
void set_player_scene(Ref<PackedScene> s) { this->player_scene = s; } void set_player_scene(Ref<PackedScene> s);
Ref<PackedScene> get_player_scene() const { return this->player_scene; } Ref<PackedScene> get_player_scene() const { return this->player_scene; }
void set_sublevel_scenes_to_load(TypedArray<NodePath> scenes) { this->sublevel_scenes_to_load = scenes; } void set_sublevel_scenes_to_load(TypedArray<NodePath> scenes) { this->sublevel_scenes_to_load = scenes; }
TypedArray<NodePath> get_sublevel_scenes_to_load() const { return this->sublevel_scenes_to_load; } TypedArray<NodePath> get_sublevel_scenes_to_load() const { return this->sublevel_scenes_to_load; }
void load_editor_preview();
void unload_editor_preview();
protected: protected:
StringName tag = StringName(PLAYER_ORIGIN_TAG); StringName tag = StringName(PLAYER_ORIGIN_TAG);
@@ -45,6 +51,10 @@ protected:
// List of sublevels that need to be loaded along with the player. // List of sublevels that need to be loaded along with the player.
TypedArray<NodePath> sublevel_scenes_to_load; TypedArray<NodePath> sublevel_scenes_to_load;
private:
void _threaded_load_callback(Ref<PackedScene> loaded_scene);
Node3D *player_preview_node = nullptr;
// Godot boilerplate below // Godot boilerplate below
protected: protected:
+6 -6
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@@ -16,12 +16,12 @@ using namespace godot;
void SublevelScene::_ready() void SublevelScene::_ready()
{ {
#ifdef DEBUG_ENABLED // #ifdef DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) // if (Engine::get_singleton()->is_editor_hint())
{ // {
this->load_sublevel(); // this->load_sublevel();
} // }
#endif // DEBUG_ENABLED // #endif // DEBUG_ENABLED
} }
void SublevelScene::set_sublevel(StringName s) void SublevelScene::set_sublevel(StringName s)
+24
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@@ -36,3 +36,27 @@
*/ */
#define CALL_NEXT_FRAME(C) \ #define CALL_NEXT_FRAME(C) \
this->get_tree()->create_timer(SMALL_NUMBER)->connect("timeout", C) this->get_tree()->create_timer(SMALL_NUMBER)->connect("timeout", C)
/**
* Editor hint helpers
*/
#ifdef DEBUG_ENABLED
#define RETURN_IF_EDITOR() if(Engine::get_singleton()->is_editor_hint()) { return; }
#else
#define RETURN_IF_EDITOR()
#endif // DEBUG_ENABLED
/**
* Logging helpers
*/
#ifdef DEBUG_ENABLED
#define PRINT_LOG(tag, ...) UtilityFunctions::print("[" tag "] " __VA_ARGS__);
#define PRINT_WARNING(tag, ...) UtilityFunctions::push_warning("[" tag "] " __VA_ARGS__);
#define PRINT_ERROR(tag, ...) UtilityFunctions::printerr("[" tag "] " __VA_ARGS__);
#else
#define PRINT_LOG(tag, ...)
#define PRINT_WARNING(tag, ...)
#define PRINT_ERROR(tag, ...)
#endif // DEBUG_ENABLED
+5 -3
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@@ -21,6 +21,7 @@
#include "nodes/player_spawn.h" #include "nodes/player_spawn.h"
#include "nodes/sublevel_loader.h" #include "nodes/sublevel_loader.h"
#include "nodes/sublevel_scene.h" #include "nodes/sublevel_scene.h"
#include "nodes/character_nodes/character_3d.h"
#include "resources/level_metadata_map.h" #include "resources/level_metadata_map.h"
#include "resources/level_metadata_resource.h" #include "resources/level_metadata_resource.h"
@@ -62,6 +63,7 @@ void initialize_orng_module(ModuleInitializationLevel p_level) {
ClassDB::register_class<MovementHandler>(); ClassDB::register_class<MovementHandler>();
ClassDB::register_class<Character3D>();
ClassDB::register_class<GameClasses>(); ClassDB::register_class<GameClasses>();
ClassDB::register_class<LevelScene>(); ClassDB::register_class<LevelScene>();
ClassDB::register_class<PlayerOrigin>(); ClassDB::register_class<PlayerOrigin>();
@@ -82,9 +84,9 @@ void uninitialize_orng_module(ModuleInitializationLevel p_level) {
if (p_level == ModuleInitializationLevel::MODULE_INITIALIZATION_LEVEL_SCENE) if (p_level == ModuleInitializationLevel::MODULE_INITIALIZATION_LEVEL_SCENE)
{ {
// GDSINGLETON_UNREGISTER_CLASS(_vendor_service_singleton); // GDSINGLETON_UNREGISTER_CLASS(_vendor_service_singleton);
GDSINGLETON_UNREGISTER_CLASS(_scene_loader_singleton); // GDSINGLETON_UNREGISTER_CLASS(_scene_loader_singleton);
GDSINGLETON_UNREGISTER_CLASS(_save_manager_singleton); // GDSINGLETON_UNREGISTER_CLASS(_save_manager_singleton);
GDSINGLETON_UNREGISTER_CLASS(_input_handler_singleton); // GDSINGLETON_UNREGISTER_CLASS(_input_handler_singleton);
} }
} }
+1 -1
View File
@@ -65,7 +65,7 @@ void InputResource::update_axes_mouse_event(const Ref<InputEventMouseMotion> eve
for (uint8_t i = 0; i < this->input_axes.size(); i++) for (uint8_t i = 0; i < this->input_axes.size(); i++)
{ {
const InputAxis *axis = cast_to<InputAxis>(this->input_axes[i]); const InputAxis *axis = cast_to<InputAxis>(this->input_axes[i]);
const StringName signal = StringName("_on_") + axis->get_axis_name() + INPUTAXIS_TWO_DIMENSIONAL_SUFFIX + INPUTHANDLER_SUFFIX_SIGNAL; const StringName signal = StringName("_on_") + axis->get_axis_name() + INPUTAXIS_MOUSE_INPUT_SUFFIX + INPUTHANDLER_SUFFIX_SIGNAL;
if (axis->get_include_mouse() && this->has_signal(signal)) if (axis->get_include_mouse() && this->has_signal(signal))
{ {
this->emit_signal(signal, delta, event->get_relative() * 0.0001f / delta); this->emit_signal(signal, delta, event->get_relative() * 0.0001f / delta);
+1
View File
@@ -28,6 +28,7 @@ using namespace godot;
#define INPUTAXIS_ONE_DIMENSIONAL_SUFFIX StringName("_1d") #define INPUTAXIS_ONE_DIMENSIONAL_SUFFIX StringName("_1d")
#define INPUTAXIS_TWO_DIMENSIONAL_SUFFIX StringName("_2d") #define INPUTAXIS_TWO_DIMENSIONAL_SUFFIX StringName("_2d")
#define INPUTAXIS_THREE_DIMENSIONAL_SUFFIX StringName("_3d") #define INPUTAXIS_THREE_DIMENSIONAL_SUFFIX StringName("_3d")
#define INPUTAXIS_MOUSE_INPUT_SUFFIX StringName("_mouse")
class InputAxis2D : public Resource class InputAxis2D : public Resource
+19
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@@ -148,6 +148,15 @@ void InputHandler::add_input_resource(Node *target, InputResource *resource)
{ {
Engine *engine = Engine::get_singleton(); Engine *engine = Engine::get_singleton();
this->call_deferred("_enable_mouse_capture"); this->call_deferred("_enable_mouse_capture");
const StringName callback_name = StringName("_on_") + axis->get_axis_name() + INPUTAXIS_MOUSE_INPUT_SUFFIX;
if (target->has_method(callback_name))
{
const StringName signal_name = callback_name + INPUTHANDLER_SUFFIX_SIGNAL;
if (!resource->has_signal(signal_name)) resource->add_user_signal(signal_name);
const Callable &callable = Callable(target, callback_name);
if (!resource->is_connected(signal_name, callable)) resource->connect(signal_name, callable);
}
} }
} }
} }
@@ -238,6 +247,16 @@ void InputHandler::remove_input_resource(Node *target, InputResource *resource)
if (target->has_method(callback_name_three)) if (target->has_method(callback_name_three))
target->call(callback_name_three, this->get_process_delta_time(), Vector3(0.0f, 0.0f, 0.0f)); target->call(callback_name_three, this->get_process_delta_time(), Vector3(0.0f, 0.0f, 0.0f));
} }
const StringName &callback_name_mouse = StringName("_on_") + axis->get_axis_name() + INPUTAXIS_MOUSE_INPUT_SUFFIX;
const StringName &signal_name_mouse = callback_name_three + INPUTHANDLER_SUFFIX_SIGNAL;
if (target->has_method(callback_name_mouse))
{
if (resource->has_signal(signal_name_mouse))
resource->disconnect(signal_name_mouse, Callable(target, callback_name_mouse));
if (target->has_method(callback_name_mouse))
target->call(callback_name_mouse, this->get_process_delta_time(), Vector2(0.0f, 0.0f));
}
/* /*
* This part would be a good, safe precaution to take, but it seems * This part would be a good, safe precaution to take, but it seems
+2 -1
View File
@@ -165,9 +165,10 @@ void SceneLoader::load_scene(const StringName path, Callable callback)
if (path.is_empty()) if (path.is_empty())
return; return;
if (!this->resource_loader) return;
if (this->resource_loader->load_threaded_request(path, "PackedScene", true) != Error::OK) if (this->resource_loader->load_threaded_request(path, "PackedScene", true) != Error::OK)
{ {
UtilityFunctions::printerr("Scene ", path, " does not exist."); PRINT_ERROR("SceneLoader", "Scene ", path, " does not exist.");
return; return;
} }