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mesh-editing
| Author | SHA1 | Date | |
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c61b3c0359 |
+1
-1
@@ -1,7 +1,7 @@
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[configuration]
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[configuration]
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entry_symbol = "orng_library_init"
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entry_symbol = "orng_library_init"
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compatibility_minimum = "4.3"
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compatibility_minimum = "4.2"
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reloadable = true
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reloadable = true
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[libraries]
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[libraries]
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@@ -1,12 +1,5 @@
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env = SConscript("godot-cpp/SConstruct")
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env = SConscript("godot-cpp/SConstruct")
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env.Append(CPPPATH="liborng/")
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env.Append(CPPPATH="liborng/")
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env.Append(CPPPATH="liborng/data_assets")
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env.Append(CPPPATH="liborng/nodes/interfaces")
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env.Append(CPPPATH="liborng/nodes")
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env.Append(CPPPATH="liborng/nodes/character_nodes")
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env.Append(CPPPATH="liborng/resources")
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env.Append(CPPPATH="liborng/singletons")
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env.Append(CPPPATH="liborng/singletons/vendor_service")
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src = Glob('liborng/*.cpp')
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src = Glob('liborng/*.cpp')
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src += Glob('liborng/**/*.cpp')
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src += Glob('liborng/**/*.cpp')
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+1
-1
Submodule src/godot-cpp updated: d5cc777a89...4bc6e67d51
@@ -1,8 +0,0 @@
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/*
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* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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*
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* If this source code makes it to the public internet, this software can be
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* considered to be protected by the MIT licence. Have fun with it.
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*/
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#include "i_damageable.h"
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@@ -1,18 +0,0 @@
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/*
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* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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*
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* If this source code makes it to the public internet, this software can be
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* considered to be protected by the MIT licence. Have fun with it.
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*/
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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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{
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public:
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virtual void take_damage(const Dictionary &hit_data) = 0;
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};
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@@ -1,86 +0,0 @@
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/*
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* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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*
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* If this source code makes it to the public internet, this software can be
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* considered to be protected by the MIT licence. Have fun with it.
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*/
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#include "character_3d.h"
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#include "orng_macros.h"
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#include "nodes/mesh_editing_library.h"
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/physical_bone3d.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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using namespace godot;
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void Character3D::_ready()
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{
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if (this->skeleton)
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{
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TypedArray<Node> child_mesh_candidates = this->skeleton->get_children();
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const uint32_t num_children = child_mesh_candidates.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 = cast_to<MeshInstance3D>(child_mesh_candidates[i]))
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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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#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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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 = this->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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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, this->skeleton, slice_plane, first_half, other_half, MeshEditingLibrary::CAP_UV_FILL_MESH_BOUNDS, original_mesh_instance->get_active_material(0));
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if (other_half.is_valid())
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original_mesh_instance->set_mesh(other_half);
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}
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}
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void Character3D::_activate_ragdoll()
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{
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if (this->physical_bone_simulator)
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{
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const TypedArray<Node> &physical_bones = this->physical_bone_simulator->get_children();
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const uint32_t num_physical_bones = physical_bones.size();
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for (uint32_t i = 0; i < num_physical_bones; i++)
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{
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if (PhysicalBone3D *bone = cast_to<PhysicalBone3D>(physical_bones[i]))
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{
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bone->set_collision_layer(0);
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}
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}
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this->physical_bone_simulator->physical_bones_start_simulation();
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}
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}
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void Character3D::_on_fell_out_of_world()
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{
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this->emit_signal("fell_out_of_world");
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}
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@@ -1,75 +0,0 @@
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/*
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* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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*
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* If this source code makes it to the public internet, this software can be
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* considered to be protected by the MIT licence. Have fun with it.
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*/
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#pragma once
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#include "orng_macros.h"
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#include "interfaces/i_damageable.h"
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#include <map>
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#include <godot_cpp/classes/animation_tree.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/physical_bone_simulator3d.hpp>
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#include <godot_cpp/classes/skeleton3d.hpp>
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#include <godot_cpp/variant/dictionary.hpp>
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using namespace godot;
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#define CHARACTER3D_TAG "Character3D"
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class Character3D : public CharacterBody3D, public IDamageable
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{
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GDCLASS(Character3D, CharacterBody3D);
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public:
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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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Skeleton3D *get_skeleton() const { return this->skeleton; }
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PhysicalBoneSimulator3D *get_physical_bone_simulator() const { return this->physical_bone_simulator; }
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AnimationTree *get_animation_tree() const { return this->animation_tree; }
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virtual void _on_fell_out_of_world();
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protected:
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void set_skeleton(Skeleton3D *s) { this->skeleton = s; }
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void set_physical_bone_simulator(PhysicalBoneSimulator3D *pbs) { this->physical_bone_simulator = pbs; }
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void set_animation_tree(AnimationTree *at) { this->animation_tree = at; }
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private:
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void _activate_ragdoll();
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Skeleton3D *skeleton = nullptr;
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PhysicalBoneSimulator3D *physical_bone_simulator = nullptr;
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AnimationTree *animation_tree = nullptr;
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std::vector<MeshInstance3D*> meshes;
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// Godot boilerplate below
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protected:
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static void _bind_methods()
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{
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BIND_METHOD(Character3D, _on_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_skeleton"), &Character3D::get_skeleton);
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ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Character3D::set_skeleton);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skeleton", PROPERTY_HINT_NODE_TYPE, "Skeleton3D"), "set_skeleton", "get_skeleton");
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ClassDB::bind_method(D_METHOD("get_physical_bone_simulator"), &Character3D::get_physical_bone_simulator);
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ClassDB::bind_method(D_METHOD("set_physical_bone_simulator", "physical_bone_simulator"), &Character3D::set_physical_bone_simulator);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physical_bone_simulator", PROPERTY_HINT_NODE_TYPE, "PhysicalBoneSimulator3D"), "set_physical_bone_simulator", "get_physical_bone_simulator");
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ClassDB::bind_method(D_METHOD("get_animation_tree"), &Character3D::get_animation_tree);
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ClassDB::bind_method(D_METHOD("set_animation_tree", "animation_tree"), &Character3D::set_animation_tree);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "animation_tree", PROPERTY_HINT_NODE_TYPE, "AnimationTree"), "set_animation_tree", "get_animation_tree");
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}
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};
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@@ -1,123 +0,0 @@
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/*
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* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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*
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* If this source code makes it to the public internet, this software can be
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* considered to be protected by the MIT licence. Have fun with it.
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*/
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#include "hurtbox_base.h"
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#include "orng_macros.h"
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#include "character_3d.h"
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/physical_bone3d.hpp>
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#include <godot_cpp/classes/scene_tree.hpp>
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#include <godot_cpp/classes/scene_tree_timer.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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using namespace godot;
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void HurtboxBase::_enter_tree()
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{
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if (!this->collision_shape)
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{
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this->collision_shape = memnew(CollisionShape3D);
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this->collision_shape->set_shape(this->shape);
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this->add_child(this->collision_shape);
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}
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Area3D::_enter_tree();
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}
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void HurtboxBase::_exit_tree()
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{
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if (this->collision_shape)
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{
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this->collision_shape->set_shape(this->shape);
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this->remove_child(this->collision_shape);
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this->collision_shape->queue_free();
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}
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Area3D::_exit_tree();
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}
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void HurtboxBase::_ready()
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{
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#ifdef DEBUG_ENABLED
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if(Engine::get_singleton()->is_editor_hint()) { this->set_physics_process(false); return; }
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#endif // DEBUG_ENABLED
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this->set_process(false);
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this->remaining_life = this->lifetime;
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CALL_NEXT_FRAME(callable_mp(this, &HurtboxBase::_send_next_in_queue));
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}
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void HurtboxBase::_physics_process(double delta)
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{
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TypedArray<Character3D> characters_hit_this_frame;
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const TypedArray<Node3D> &bodies = this->get_overlapping_bodies();
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const uint32_t num_bodies = bodies.size();
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for (uint32_t i = 0; i < num_bodies; i++)
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{
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if (Character3D *body = cast_to<Character3D>(bodies[i]))
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{
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if (!this->hit_character_bodies.has(body))
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{
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characters_hit_this_frame.append(body);
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TypedArray<int32_t> bone_hits;
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for (uint32_t bone_index = 0; bone_index < num_bodies; bone_index++)
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{
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if (PhysicalBone3D *bone = cast_to<PhysicalBone3D>(bodies[bone_index]))
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{
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if (String(bone->get_path()).begins_with(String(body->get_path())))
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{
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bone_hits.append(bone->get_bone_id());
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PRINT_LOG(HURTBOX_BASE_TAG, "Bone hit: ", bone->get_name(), " (", bone->get_class(), " : ", bone->get_rid(), ")");
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}
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}
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}
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PRINT_LOG(HURTBOX_BASE_TAG, "Character hit: ", body->get_name(), " (", body->get_class(), " : ", body->get_rid(), ")");
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Dictionary hit_data;
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hit_data["body"] = body;
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hit_data["bone_hits"] = bone_hits;
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hit_data["hit_points"] = this->hit_points;
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hit_data["hit_transform"] = this->get_global_transform();
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this->hit_data_queue.emplace_back(hit_data);
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}
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}
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}
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this->hit_character_bodies.append_array(characters_hit_this_frame);
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if (this->remaining_life <= 0.0f)
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this->collision_shape->set_disabled(true);
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else
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this->remaining_life -= delta;
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}
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void HurtboxBase::_send_next_in_queue()
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{
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if (!this->hit_data_queue.empty())
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{
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const Dictionary &hit_data = this->hit_data_queue.front();
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Character3D *body = cast_to<Character3D>(hit_data["body"]);
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body->take_damage(hit_data);
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this->hit_data_queue.erase(this->hit_data_queue.begin());
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}
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if (this->remaining_life > 0.0f)
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{
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CALL_NEXT_FRAME(callable_mp(this, &HurtboxBase::_send_next_in_queue));
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}
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else if (this->hit_data_queue.empty())
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{
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this->queue_free();
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}
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}
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@@ -1,69 +0,0 @@
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/*
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* ©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.
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||||||
*/
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#pragma once
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#include "orng_macros.h"
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#include "character_3d.h"
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#include <godot_cpp/classes/collision_shape3d.hpp>
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#include <godot_cpp/classes/shape3d.hpp>
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#include <godot_cpp/classes/area3d.hpp>
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using namespace godot;
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#define HURTBOX_BASE_TAG "HurtboxBase"
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class HurtboxBase : public Area3D
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{
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GDCLASS(HurtboxBase, Area3D);
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public:
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virtual void _enter_tree() override;
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|
||||||
virtual void _exit_tree() override;
|
|
||||||
virtual void _ready() override;
|
|
||||||
virtual void _physics_process(double delta) override;
|
|
||||||
|
|
||||||
void set_shape(Ref<Shape3D> s) { this->shape = s; }
|
|
||||||
Ref<Shape3D> get_shape() const { return this->shape; }
|
|
||||||
|
|
||||||
void set_lifetime(const float lt) { this->lifetime = lt; }
|
|
||||||
float get_lifetime() const { return this->lifetime; }
|
|
||||||
|
|
||||||
void set_hit_points(const int32_t points) { this->hit_points = points; }
|
|
||||||
int32_t get_hit_points() const { return this->hit_points; }
|
|
||||||
|
|
||||||
protected:
|
|
||||||
std::vector<Dictionary> hit_data_queue;
|
|
||||||
|
|
||||||
private:
|
|
||||||
Dictionary _create_hit_data_struct() const;
|
|
||||||
void _send_next_in_queue();
|
|
||||||
|
|
||||||
Ref<Shape3D> shape = nullptr;
|
|
||||||
CollisionShape3D *collision_shape = nullptr;
|
|
||||||
|
|
||||||
float lifetime = 0.05f;
|
|
||||||
float remaining_life = 0.0f;
|
|
||||||
int32_t hit_points = 0;
|
|
||||||
|
|
||||||
TypedArray<Character3D> hit_character_bodies;
|
|
||||||
|
|
||||||
|
|
||||||
// Godot boilerplate below
|
|
||||||
protected:
|
|
||||||
static void _bind_methods()
|
|
||||||
{
|
|
||||||
ADD_GETTER_SETTER_HINTED(HurtboxBase, shape, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Shape3D");
|
|
||||||
|
|
||||||
ADD_GETTER_SETTER(HurtboxBase, lifetime, Variant::FLOAT);
|
|
||||||
ADD_GETTER_SETTER(HurtboxBase, hit_points, Variant::INT);
|
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("_send_next_in_queue"), &HurtboxBase::_send_next_in_queue);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
@@ -7,7 +7,6 @@
|
|||||||
|
|
||||||
#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"
|
||||||
|
|
||||||
@@ -39,11 +38,11 @@ void LevelScene::_scene_ready()
|
|||||||
#ifdef DEBUG_ENABLED
|
#ifdef DEBUG_ENABLED
|
||||||
if (!this->game_classes.is_valid())
|
if (!this->game_classes.is_valid())
|
||||||
{
|
{
|
||||||
PRINT_ERROR(LEVEL_SCENE_TAG, "No GameClasses resource attached to level.");
|
UtilityFunctions::push_error("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)
|
||||||
{
|
{
|
||||||
@@ -63,7 +62,7 @@ void LevelScene::_scene_ready()
|
|||||||
#ifdef DEBUG_ENABLED
|
#ifdef DEBUG_ENABLED
|
||||||
if (!spawn_point)
|
if (!spawn_point)
|
||||||
{
|
{
|
||||||
PRINT_ERROR(LEVEL_SCENE_TAG, "Could not find a spawn point named ", current_checkpoint, "; defaulting to origin...");
|
UtilityFunctions::push_error("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);
|
||||||
}
|
}
|
||||||
@@ -98,12 +97,12 @@ 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 (Character3D *character3d = cast_to<Character3D>(body))
|
if (body->has_method("on_fell_out_of_world"))
|
||||||
{
|
{
|
||||||
character3d->emit_signal(FELL_OUT_OF_WORLD_SIGNAL);
|
body->call("on_fell_out_of_world");
|
||||||
}
|
}
|
||||||
else if (body->has_method(FELL_OUT_OF_WORLD_METHOD))
|
else
|
||||||
{
|
{
|
||||||
body->call(FELL_OUT_OF_WORLD_METHOD);
|
body->queue_free();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,11 +15,6 @@
|
|||||||
#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;
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -11,8 +11,6 @@
|
|||||||
|
|
||||||
#include <map>
|
#include <map>
|
||||||
|
|
||||||
#include "godot_cpp/classes/immediate_mesh.hpp"
|
|
||||||
#include "godot_cpp/classes/time.hpp"
|
|
||||||
#include "godot_cpp/variant/utility_functions.hpp"
|
#include "godot_cpp/variant/utility_functions.hpp"
|
||||||
using namespace godot;
|
using namespace godot;
|
||||||
|
|
||||||
@@ -25,54 +23,15 @@ MeshEditingLibrary::~MeshEditingLibrary()
|
|||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_instance, const Skeleton3D *original_skeleton, const Plane &local_plane, Ref<ArrayMesh> out_first_half, Ref<ArrayMesh> out_other_half, const MeshEditCapUV cap_option, const Ref<StandardMaterial3D> cap_material)
|
PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original_mesh_instance, const Skeleton3D *original_skeleton, const Plane &local_plane, ArrayMesh *out_first_half, ArrayMesh *out_other_half, const MeshEditCapUV cap_option, const Ref<StandardMaterial3D> cap_material)
|
||||||
{
|
{
|
||||||
const Time *time = Time::get_singleton();
|
|
||||||
|
|
||||||
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();
|
||||||
|
|
||||||
std::vector<std::vector<Transform3D>> skinned_vertex_transforms;
|
const SkinnedSurfaces &skinned_vertex_positions = MeshEditingLibrary::get_skinned_vertex_positions(original_mesh, original_skeleton);
|
||||||
const SkinnedSurfaces &skinned_vertex_positions = MeshEditingLibrary::get_skinned_vertex_positions(original_mesh, original_skeleton, skinned_vertex_transforms);
|
|
||||||
|
|
||||||
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Got skinned vertices at ", time->get_ticks_msec(), "ms");
|
|
||||||
|
|
||||||
PackedVector3Array impact_points;
|
PackedVector3Array impact_points;
|
||||||
|
|
||||||
std::vector<bool> surface_has_normal; surface_has_normal.resize(num_surfaces);
|
|
||||||
std::vector<bool> surface_has_tangent; surface_has_tangent.resize(num_surfaces);
|
|
||||||
std::vector<bool> surface_has_uv; surface_has_uv.resize(num_surfaces);
|
|
||||||
std::vector<bool> surface_has_uv2; surface_has_uv2.resize(num_surfaces);
|
|
||||||
std::vector<bool> surface_has_colour; surface_has_colour.resize(num_surfaces);
|
|
||||||
std::vector<bool> surface_has_bone; surface_has_bone.resize(num_surfaces);
|
|
||||||
std::vector<bool> surface_has_weight; surface_has_weight.resize(num_surfaces);
|
|
||||||
|
|
||||||
std::vector<uint32_t> surface_bone_array_size; surface_bone_array_size.resize(num_surfaces);
|
|
||||||
std::vector<uint8_t> surface_num_bones_per_vertex; surface_num_bones_per_vertex.resize(num_surfaces);
|
|
||||||
|
|
||||||
std::vector<PackedVector3Array> first_half_vertices; first_half_vertices.resize(num_surfaces);
|
|
||||||
std::vector<PackedVector3Array> first_half_normals; first_half_normals.resize(num_surfaces);
|
|
||||||
std::vector<PackedFloat32Array> first_half_tangents; first_half_tangents.resize(num_surfaces);
|
|
||||||
std::vector<PackedVector2Array> first_half_uvs; first_half_uvs.resize(num_surfaces);
|
|
||||||
std::vector<PackedVector2Array> first_half_uv2s; first_half_uv2s.resize(num_surfaces);
|
|
||||||
std::vector<PackedColorArray> first_half_colours; first_half_colours.resize(num_surfaces);
|
|
||||||
std::vector<PackedInt32Array> first_half_bones; first_half_bones.resize(num_surfaces);
|
|
||||||
std::vector<PackedFloat32Array> first_half_weights; first_half_weights.resize(num_surfaces);
|
|
||||||
|
|
||||||
std::vector<PackedVector3Array> other_half_vertices; other_half_vertices.resize(num_surfaces);
|
|
||||||
std::vector<PackedVector3Array> other_half_normals; other_half_normals.resize(num_surfaces);
|
|
||||||
std::vector<PackedFloat32Array> other_half_tangents; other_half_tangents.resize(num_surfaces);
|
|
||||||
std::vector<PackedVector2Array> other_half_uvs; other_half_uvs.resize(num_surfaces);
|
|
||||||
std::vector<PackedVector2Array> other_half_uv2s; other_half_uv2s.resize(num_surfaces);
|
|
||||||
std::vector<PackedColorArray> other_half_colours; other_half_colours.resize(num_surfaces);
|
|
||||||
std::vector<PackedInt32Array> other_half_bones; other_half_bones.resize(num_surfaces);
|
|
||||||
std::vector<PackedFloat32Array> other_half_weights; other_half_weights.resize(num_surfaces);
|
|
||||||
|
|
||||||
std::vector<PackedInt32Array> first_half_indices; first_half_indices.resize(num_surfaces);
|
|
||||||
std::vector<PackedInt32Array> other_half_indices; other_half_indices.resize(num_surfaces);
|
|
||||||
|
|
||||||
PackedVector3Array cap_section_vertices;
|
PackedVector3Array cap_section_vertices;
|
||||||
PackedVector3Array cap_section_normals;
|
PackedVector3Array cap_section_normals;
|
||||||
PackedVector3Array cap_section_flipped_normals;
|
PackedVector3Array cap_section_flipped_normals;
|
||||||
@@ -85,8 +44,6 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
PackedFloat32Array cap_section_weights;
|
PackedFloat32Array cap_section_weights;
|
||||||
PackedInt32Array cap_section_indices;
|
PackedInt32Array cap_section_indices;
|
||||||
|
|
||||||
std::vector<MeshEditEdge3D> clip_edges;
|
|
||||||
|
|
||||||
for (uint8_t surface = 0; surface < num_surfaces; surface++)
|
for (uint8_t surface = 0; surface < num_surfaces; surface++)
|
||||||
{
|
{
|
||||||
const SkinnedVertices &surface_skinned_vertex_positions = skinned_vertex_positions[surface];
|
const SkinnedVertices &surface_skinned_vertex_positions = skinned_vertex_positions[surface];
|
||||||
@@ -110,19 +67,36 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
std::map<uint32_t, uint32_t> base_to_sliced_vert_index;
|
std::map<uint32_t, uint32_t> base_to_sliced_vert_index;
|
||||||
std::map<uint32_t, uint32_t> base_to_other_sliced_vert_index;
|
std::map<uint32_t, uint32_t> base_to_other_sliced_vert_index;
|
||||||
|
|
||||||
const bool has_normal = surface_normal_array.size() >= num_vertices; surface_has_normal[surface] = has_normal;
|
const bool has_normal = surface_normal_array.size() >= num_vertices;
|
||||||
const bool has_tangent = surface_tangent_array.size() >= num_vertices * 4; surface_has_tangent[surface] = has_tangent;
|
const bool has_tangent = surface_tangent_array.size() >= num_vertices * 4;
|
||||||
const bool has_uv = surface_uv_array.size() >= num_vertices; surface_has_uv[surface] = has_uv;
|
const bool has_uv = surface_uv_array.size() >= num_vertices;
|
||||||
const bool has_uv2 = surface_uv2_array.size() >= num_vertices; surface_has_uv2[surface] = has_uv2;
|
const bool has_uv2 = surface_uv2_array.size() >= num_vertices;
|
||||||
const bool has_colour = surface_colour_array.size() >= num_vertices; surface_has_colour[surface] = has_colour;
|
const bool has_colour = surface_colour_array.size() >= num_vertices;
|
||||||
const bool has_bone = surface_bone_array.size() >= num_vertices * 4; surface_has_bone[surface] = has_bone;
|
const bool has_bone = surface_bone_array.size() >= num_vertices * 4;
|
||||||
const bool has_weight = surface_weight_array.size() >= num_vertices * 4; surface_has_weight[surface] = has_weight;
|
const bool has_weight = surface_weight_array.size() >= num_vertices * 4;
|
||||||
|
|
||||||
const uint32_t bone_array_size = surface_bone_array.size();
|
const uint32_t bone_array_size = surface_bone_array.size();
|
||||||
surface_bone_array_size[surface] = bone_array_size;
|
const uint8_t num_bones_per_vertex = bone_array_size / num_vertices;
|
||||||
|
|
||||||
const uint8_t num_bones_per_vertex = surface_bone_array_size[surface] / num_vertices;
|
PackedVector3Array first_half_section_vertices;
|
||||||
surface_num_bones_per_vertex[surface] = num_bones_per_vertex;
|
PackedVector3Array first_half_section_normals;
|
||||||
|
PackedFloat32Array first_half_section_tangents;
|
||||||
|
PackedVector2Array first_half_section_uvs;
|
||||||
|
PackedVector2Array first_half_section_uv2s;
|
||||||
|
PackedColorArray first_half_section_colours;
|
||||||
|
PackedInt32Array first_half_section_bones;
|
||||||
|
PackedFloat32Array first_half_section_weights;
|
||||||
|
|
||||||
|
PackedVector3Array other_half_section_vertices;
|
||||||
|
PackedVector3Array other_half_section_normals;
|
||||||
|
PackedFloat32Array other_half_section_tangents;
|
||||||
|
PackedVector2Array other_half_section_uvs;
|
||||||
|
PackedVector2Array other_half_section_uv2s;
|
||||||
|
PackedColorArray other_half_section_colours;
|
||||||
|
PackedInt32Array other_half_section_bones;
|
||||||
|
PackedFloat32Array other_half_section_weights;
|
||||||
|
|
||||||
|
std::vector<MeshEditEdge3D> clip_edges;
|
||||||
|
|
||||||
for (uint32_t vertex = 0; vertex < num_vertices; vertex++)
|
for (uint32_t vertex = 0; vertex < num_vertices; vertex++)
|
||||||
{
|
{
|
||||||
@@ -130,69 +104,69 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
|
|
||||||
if (vertex_distance[vertex] >= 0.0f)
|
if (vertex_distance[vertex] >= 0.0f)
|
||||||
{
|
{
|
||||||
base_to_sliced_vert_index[vertex] = first_half_vertices[surface].size();
|
base_to_sliced_vert_index[vertex] = first_half_section_vertices.size();
|
||||||
|
|
||||||
first_half_vertices[surface].append(surface_vertex_array_ptr[vertex]);
|
first_half_section_vertices.append(surface_vertex_array_ptr[vertex]);
|
||||||
if (has_normal) { first_half_normals[surface].append(surface_normal_array.ptr()[vertex]); }
|
if (has_normal) { first_half_section_normals.append(surface_normal_array.ptr()[vertex]); }
|
||||||
if (has_uv) { first_half_uvs[surface].append(surface_uv_array.ptr()[vertex]); }
|
if (has_uv) { first_half_section_uvs.append(surface_uv_array.ptr()[vertex]); }
|
||||||
if (has_uv2) { first_half_uv2s[surface].append(surface_uv2_array.ptr()[vertex]); }
|
if (has_uv2) { first_half_section_uv2s.append(surface_uv2_array.ptr()[vertex]); }
|
||||||
if (has_colour) { first_half_colours[surface].append(surface_colour_array.ptr()[vertex]); }
|
if (has_colour) { first_half_section_colours.append(surface_colour_array.ptr()[vertex]); }
|
||||||
if (has_tangent)
|
if (has_tangent)
|
||||||
{
|
{
|
||||||
first_half_tangents[surface].append(surface_tangent_array.ptr()[vertex * 4]);
|
first_half_section_tangents.append(surface_tangent_array.ptr()[vertex * 4]);
|
||||||
first_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 1]);
|
first_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 1]);
|
||||||
first_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 2]);
|
first_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 2]);
|
||||||
first_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 3]);
|
first_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 3]);
|
||||||
}
|
}
|
||||||
if (has_bone)
|
if (has_bone)
|
||||||
{
|
{
|
||||||
for (uint8_t i = 0; i < num_bones_per_vertex; i++)
|
for (uint8_t i = 0; i < num_bones_per_vertex; i++)
|
||||||
{
|
{
|
||||||
first_half_bones[surface].append(surface_bone_array.ptr()[(vertex * num_bones_per_vertex) + i]);
|
first_half_section_bones.append(surface_bone_array.ptr()[(vertex * num_bones_per_vertex) + i]);
|
||||||
first_half_weights[surface].append(surface_weight_array.ptr()[(vertex * num_bones_per_vertex) + i]);
|
first_half_section_weights.append(surface_weight_array.ptr()[(vertex * num_bones_per_vertex) + i]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
base_to_other_sliced_vert_index[vertex] = other_half_vertices[surface].size();
|
base_to_other_sliced_vert_index[vertex] = other_half_section_vertices.size();
|
||||||
|
|
||||||
other_half_vertices[surface].append(surface_vertex_array_ptr[vertex]);
|
other_half_section_vertices.append(surface_vertex_array_ptr[vertex]);
|
||||||
if (has_normal) { other_half_normals[surface].append(surface_normal_array.ptr()[vertex]); }
|
if (has_normal) { other_half_section_normals.append(surface_normal_array.ptr()[vertex]); }
|
||||||
if (has_uv) { other_half_uvs[surface].append(surface_uv_array.ptr()[vertex]); }
|
if (has_uv) { other_half_section_uvs.append(surface_uv_array.ptr()[vertex]); }
|
||||||
if (has_uv2) { other_half_uv2s[surface].append(surface_uv2_array.ptr()[vertex]); }
|
if (has_uv2) { other_half_section_uv2s.append(surface_uv2_array.ptr()[vertex]); }
|
||||||
if (has_colour) { other_half_colours[surface].append(surface_colour_array.ptr()[vertex]); }
|
if (has_colour) { other_half_section_colours.append(surface_colour_array.ptr()[vertex]); }
|
||||||
if (has_tangent)
|
if (has_tangent)
|
||||||
{
|
{
|
||||||
other_half_tangents[surface].append(surface_tangent_array.ptr()[vertex * 4]);
|
other_half_section_tangents.append(surface_tangent_array.ptr()[vertex * 4]);
|
||||||
other_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 1]);
|
other_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 1]);
|
||||||
other_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 2]);
|
other_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 2]);
|
||||||
other_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 3]);
|
other_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 3]);
|
||||||
}
|
}
|
||||||
if (has_bone)
|
if (has_bone)
|
||||||
{
|
{
|
||||||
for (uint8_t i = 0; i < num_bones_per_vertex; i++)
|
for (uint8_t i = 0; i < num_bones_per_vertex; i++)
|
||||||
{
|
{
|
||||||
other_half_bones[surface].append(surface_bone_array.ptr()[(vertex * num_bones_per_vertex) + i]);
|
other_half_section_bones.append(surface_bone_array.ptr()[(vertex * num_bones_per_vertex) + i]);
|
||||||
other_half_weights[surface].append(surface_weight_array.ptr()[(vertex * num_bones_per_vertex) + i]);
|
other_half_section_weights.append(surface_weight_array.ptr()[(vertex * num_bones_per_vertex) + i]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
PackedInt32Array first_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];
|
||||||
|
|
||||||
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_vertices[surface].size() > 0 && other_half_vertices[surface].size() > 0))
|
|
||||||
{
|
{
|
||||||
if (first_half_vertices[surface].size() > 0)
|
if (first_half_section_vertices.size() > 0)
|
||||||
{
|
{
|
||||||
first_half_indices[surface] = surface_index_array;
|
first_half_section_indices = surface_index_array;
|
||||||
}
|
}
|
||||||
else if (other_half_vertices[surface].size() > 0)
|
else if (other_half_section_vertices.size() > 0)
|
||||||
{
|
{
|
||||||
other_half_indices[surface] = surface_index_array;
|
other_half_section_indices = surface_index_array;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -218,15 +192,15 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
|
|
||||||
if (sliced_v[0] != base_to_sliced_end && sliced_v[1] != base_to_sliced_end && sliced_v[2] != base_to_sliced_end)
|
if (sliced_v[0] != base_to_sliced_end && sliced_v[1] != base_to_sliced_end && sliced_v[2] != base_to_sliced_end)
|
||||||
{ // If the triangle is entirely in the first slice, send all the vertices to the first slice.
|
{ // If the triangle is entirely in the first slice, send all the vertices to the first slice.
|
||||||
first_half_indices[surface].append(sliced_v[0]->second);
|
first_half_section_indices.append(sliced_v[0]->second);
|
||||||
first_half_indices[surface].append(sliced_v[1]->second);
|
first_half_section_indices.append(sliced_v[1]->second);
|
||||||
first_half_indices[surface].append(sliced_v[2]->second);
|
first_half_section_indices.append(sliced_v[2]->second);
|
||||||
}
|
}
|
||||||
else if (sliced_other_v[0] != base_to_other_sliced_end && sliced_other_v[1] != base_to_other_sliced_end && sliced_other_v[2] != base_to_other_sliced_end)
|
else if (sliced_other_v[0] != base_to_other_sliced_end && sliced_other_v[1] != base_to_other_sliced_end && sliced_other_v[2] != base_to_other_sliced_end)
|
||||||
{ // If the triangle is entirely in the second slice, send all the vertices to the second slice.
|
{ // If the triangle is entirely in the second slice, send all the vertices to the second slice.
|
||||||
other_half_indices[surface].append(sliced_other_v[0]->second);
|
other_half_section_indices.append(sliced_other_v[0]->second);
|
||||||
other_half_indices[surface].append(sliced_other_v[1]->second);
|
other_half_section_indices.append(sliced_other_v[1]->second);
|
||||||
other_half_indices[surface].append(sliced_other_v[2]->second);
|
other_half_section_indices.append(sliced_other_v[2]->second);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{ // If the triangle is split by the slice plane, then slice the overlapping edges.
|
{ // If the triangle is split by the slice plane, then slice the overlapping edges.
|
||||||
@@ -266,15 +240,14 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
const Vector3 &interp_vert = surface_vertex_array[base_v[this_vert]].lerp(
|
const Vector3 &interp_vert = surface_vertex_array[base_v[this_vert]].lerp(
|
||||||
surface_vertex_array[base_v[next_vert]], alpha);
|
surface_vertex_array[base_v[next_vert]], alpha);
|
||||||
|
|
||||||
final_verts[num_final_verts++] = first_half_vertices[surface].size();
|
final_verts[num_final_verts++] = first_half_section_vertices.size();
|
||||||
other_final_verts[num_other_final_verts++] = other_half_vertices[surface].size();
|
other_final_verts[num_other_final_verts++] = other_half_section_vertices.size();
|
||||||
|
|
||||||
|
|
||||||
const Vector3 &skinned_interp_vert = surface_skinned_vertex_positions[base_v[this_vert]].lerp(
|
const Vector3 &skinned_interp_vert = surface_skinned_vertex_positions[base_v[this_vert]].lerp(
|
||||||
surface_skinned_vertex_positions[base_v[next_vert]], alpha);
|
surface_skinned_vertex_positions[base_v[next_vert]], alpha);
|
||||||
MeshEditVert3D edge_vertex;
|
MeshEditVert3D edge_vertex;
|
||||||
edge_vertex.surface = surface;
|
edge_vertex.index = first_half_section_vertices.size();
|
||||||
edge_vertex.index = first_half_vertices[surface].size();
|
|
||||||
edge_vertex.position = skinned_interp_vert;
|
edge_vertex.position = skinned_interp_vert;
|
||||||
if (clipped_edges == 0)
|
if (clipped_edges == 0)
|
||||||
{
|
{
|
||||||
@@ -287,14 +260,14 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
clipped_edges++;
|
clipped_edges++;
|
||||||
assert(clipped_edges <= 2);
|
assert(clipped_edges <= 2);
|
||||||
|
|
||||||
first_half_vertices[surface].append(interp_vert);
|
first_half_section_vertices.append(interp_vert);
|
||||||
other_half_vertices[surface].append(interp_vert);
|
other_half_section_vertices.append(interp_vert);
|
||||||
|
|
||||||
if (has_normal)
|
if (has_normal)
|
||||||
{
|
{
|
||||||
const Vector3 interp_normal = surface_normal_array.ptr()[base_v[this_vert]].slerp(surface_normal_array.ptr()[base_v[next_vert]], alpha);
|
const Vector3 interp_normal = surface_normal_array.ptr()[base_v[this_vert]].slerp(surface_normal_array.ptr()[base_v[next_vert]], alpha);
|
||||||
first_half_normals[surface].append(interp_normal);
|
first_half_section_normals.append(interp_normal);
|
||||||
other_half_normals[surface].append(interp_normal);
|
other_half_section_normals.append(interp_normal);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (has_tangent)
|
if (has_tangent)
|
||||||
@@ -309,36 +282,36 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
const Vector3 &interp_tangent = this_tangent.slerp(next_tangent, alpha);
|
const Vector3 &interp_tangent = this_tangent.slerp(next_tangent, alpha);
|
||||||
const uint8_t &interp_binormal = UtilityFunctions::roundi(UtilityFunctions::lerpf(this_binormal, next_binormal, alpha));
|
const uint8_t &interp_binormal = UtilityFunctions::roundi(UtilityFunctions::lerpf(this_binormal, next_binormal, alpha));
|
||||||
|
|
||||||
first_half_tangents[surface].append(interp_tangent.x);
|
first_half_section_tangents.append(interp_tangent.x);
|
||||||
first_half_tangents[surface].append(interp_tangent.y);
|
first_half_section_tangents.append(interp_tangent.y);
|
||||||
first_half_tangents[surface].append(interp_tangent.z);
|
first_half_section_tangents.append(interp_tangent.z);
|
||||||
first_half_tangents[surface].append(interp_binormal);
|
first_half_section_tangents.append(interp_binormal);
|
||||||
|
|
||||||
other_half_tangents[surface].append(interp_tangent.x);
|
other_half_section_tangents.append(interp_tangent.x);
|
||||||
other_half_tangents[surface].append(interp_tangent.y);
|
other_half_section_tangents.append(interp_tangent.y);
|
||||||
other_half_tangents[surface].append(interp_tangent.z);
|
other_half_section_tangents.append(interp_tangent.z);
|
||||||
other_half_tangents[surface].append(interp_binormal);
|
other_half_section_tangents.append(interp_binormal);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (has_uv)
|
if (has_uv)
|
||||||
{
|
{
|
||||||
const Vector2 &interp_uv = surface_uv_array.ptr()[base_v[this_vert]].lerp(surface_uv_array.ptr()[base_v[next_vert]], alpha);
|
const Vector2 &interp_uv = surface_uv_array.ptr()[base_v[this_vert]].lerp(surface_uv_array.ptr()[base_v[next_vert]], alpha);
|
||||||
first_half_uvs[surface].append(interp_uv);
|
first_half_section_uvs.append(interp_uv);
|
||||||
other_half_uvs[surface].append(interp_uv);
|
other_half_section_uvs.append(interp_uv);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (has_uv2)
|
if (has_uv2)
|
||||||
{
|
{
|
||||||
const Vector2 &interp_uv2 = surface_uv2_array.ptr()[base_v[this_vert]].lerp(surface_uv2_array.ptr()[base_v[next_vert]], alpha);
|
const Vector2 &interp_uv2 = surface_uv2_array.ptr()[base_v[this_vert]].lerp(surface_uv2_array.ptr()[base_v[next_vert]], alpha);
|
||||||
first_half_uv2s[surface].append(interp_uv2);
|
first_half_section_uv2s.append(interp_uv2);
|
||||||
other_half_uv2s[surface].append(interp_uv2);
|
other_half_section_uv2s.append(interp_uv2);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (has_colour)
|
if (has_colour)
|
||||||
{
|
{
|
||||||
const Color &interp_colour = surface_colour_array.ptr()[base_v[this_vert]].lerp(surface_colour_array.ptr()[base_v[next_vert]], alpha);
|
const Color &interp_colour = surface_colour_array.ptr()[base_v[this_vert]].lerp(surface_colour_array.ptr()[base_v[next_vert]], alpha);
|
||||||
first_half_colours[surface].append(interp_colour);
|
first_half_section_colours.append(interp_colour);
|
||||||
other_half_colours[surface].append(interp_colour);
|
other_half_section_colours.append(interp_colour);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (has_bone && has_weight)
|
if (has_bone && has_weight)
|
||||||
@@ -406,17 +379,17 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
if (vertex_bone < bone_weight_pairs.size())
|
if (vertex_bone < bone_weight_pairs.size())
|
||||||
{
|
{
|
||||||
const float normalised_weight = bone_weight_pairs[vertex_bone].second / normalisation_value;
|
const float normalised_weight = bone_weight_pairs[vertex_bone].second / normalisation_value;
|
||||||
first_half_bones[surface].append(bone_weight_pairs[vertex_bone].first);
|
first_half_section_bones.append(bone_weight_pairs[vertex_bone].first);
|
||||||
first_half_weights[surface].append(normalised_weight);
|
first_half_section_weights.append(normalised_weight);
|
||||||
other_half_bones[surface].append(bone_weight_pairs[vertex_bone].first);
|
other_half_section_bones.append(bone_weight_pairs[vertex_bone].first);
|
||||||
other_half_weights[surface].append(normalised_weight);
|
other_half_section_weights.append(normalised_weight);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
first_half_bones[surface].append(0);
|
first_half_section_bones.append(0);
|
||||||
first_half_weights[surface].append(0.0f);
|
first_half_section_weights.append(0.0f);
|
||||||
other_half_bones[surface].append(0);
|
other_half_section_bones.append(0);
|
||||||
other_half_weights[surface].append(0.0f);
|
other_half_section_weights.append(0.0f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -429,151 +402,141 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
|
|
||||||
for (uint32_t vertex_index = 2; vertex_index < num_final_verts; vertex_index++)
|
for (uint32_t vertex_index = 2; vertex_index < num_final_verts; vertex_index++)
|
||||||
{
|
{
|
||||||
first_half_indices[surface].append(final_verts[0]);
|
first_half_section_indices.append(final_verts[0]);
|
||||||
first_half_indices[surface].append(final_verts[vertex_index - 1]);
|
first_half_section_indices.append(final_verts[vertex_index - 1]);
|
||||||
first_half_indices[surface].append(final_verts[vertex_index]);
|
first_half_section_indices.append(final_verts[vertex_index]);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (uint32_t vertex_index = 2; vertex_index < num_other_final_verts; vertex_index++)
|
for (uint32_t vertex_index = 2; vertex_index < num_other_final_verts; vertex_index++)
|
||||||
{
|
{
|
||||||
other_half_indices[surface].append(other_final_verts[0]);
|
other_half_section_indices.append(other_final_verts[0]);
|
||||||
other_half_indices[surface].append(other_final_verts[vertex_index - 1]);
|
other_half_section_indices.append(other_final_verts[vertex_index - 1]);
|
||||||
other_half_indices[surface].append(other_final_verts[vertex_index]);
|
other_half_section_indices.append(other_final_verts[vertex_index]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (first_half_vertices[surface].size() > 0 && first_half_indices[surface].size() > 0)
|
if (first_half_section_vertices.size() > 0 && first_half_section_indices.size() > 0)
|
||||||
{
|
{
|
||||||
Array first_half_section;
|
Array first_half_section;
|
||||||
first_half_section.resize(ArrayMesh::ARRAY_MAX);
|
first_half_section.resize(ArrayMesh::ARRAY_MAX);
|
||||||
first_half_section[ArrayMesh::ARRAY_VERTEX] = first_half_vertices[surface];
|
first_half_section[ArrayMesh::ARRAY_VERTEX] = first_half_section_vertices;
|
||||||
if (has_normal) first_half_section[ArrayMesh::ARRAY_NORMAL] = first_half_normals[surface];
|
if (has_normal) first_half_section[ArrayMesh::ARRAY_NORMAL] = first_half_section_normals;
|
||||||
if (has_tangent) first_half_section[ArrayMesh::ARRAY_TANGENT] = first_half_tangents[surface];
|
if (has_tangent) first_half_section[ArrayMesh::ARRAY_TANGENT] = first_half_section_tangents;
|
||||||
if (has_uv) first_half_section[ArrayMesh::ARRAY_TEX_UV] = first_half_uvs[surface];
|
if (has_uv) first_half_section[ArrayMesh::ARRAY_TEX_UV] = first_half_section_uvs;
|
||||||
if (has_uv2) first_half_section[ArrayMesh::ARRAY_TEX_UV2] = first_half_uv2s[surface];
|
if (has_uv2) first_half_section[ArrayMesh::ARRAY_TEX_UV2] = first_half_section_uv2s;
|
||||||
if (has_colour) first_half_section[ArrayMesh::ARRAY_COLOR] = first_half_colours[surface];
|
if (has_colour) first_half_section[ArrayMesh::ARRAY_COLOR] = first_half_section_colours;
|
||||||
if (has_bone) first_half_section[ArrayMesh::ARRAY_BONES] = first_half_bones[surface];
|
if (has_bone) first_half_section[ArrayMesh::ARRAY_BONES] = first_half_section_bones;
|
||||||
if (has_weight) first_half_section[ArrayMesh::ARRAY_WEIGHTS] = first_half_weights[surface];
|
if (has_weight) first_half_section[ArrayMesh::ARRAY_WEIGHTS] = first_half_section_weights;
|
||||||
first_half_section[ArrayMesh::ARRAY_INDEX] = first_half_indices[surface];
|
first_half_section[ArrayMesh::ARRAY_INDEX] = first_half_section_indices;
|
||||||
|
|
||||||
out_first_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, first_half_section);
|
out_first_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, first_half_section);
|
||||||
out_first_half->surface_set_material(surface, original_mesh->surface_get_material(surface));
|
out_first_half->surface_set_material(surface, original_mesh->surface_get_material(surface));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (other_half_vertices[surface].size() > 0 && other_half_indices[surface].size() > 0)
|
if (other_half_section_vertices.size() > 0 && other_half_section_indices.size() > 0)
|
||||||
{
|
{
|
||||||
Array other_half_section;
|
Array other_half_section;
|
||||||
other_half_section.resize(ArrayMesh::ARRAY_MAX);
|
other_half_section.resize(ArrayMesh::ARRAY_MAX);
|
||||||
other_half_section[ArrayMesh::ARRAY_VERTEX] = other_half_vertices[surface];
|
other_half_section[ArrayMesh::ARRAY_VERTEX] = other_half_section_vertices;
|
||||||
if (has_normal) other_half_section[ArrayMesh::ARRAY_NORMAL] = other_half_normals[surface];
|
if (has_normal) other_half_section[ArrayMesh::ARRAY_NORMAL] = other_half_section_normals;
|
||||||
if (has_tangent) other_half_section[ArrayMesh::ARRAY_TANGENT] = other_half_tangents[surface];
|
if (has_tangent) other_half_section[ArrayMesh::ARRAY_TANGENT] = other_half_section_tangents;
|
||||||
if (has_uv) other_half_section[ArrayMesh::ARRAY_TEX_UV] = other_half_uvs[surface];
|
if (has_uv) other_half_section[ArrayMesh::ARRAY_TEX_UV] = other_half_section_uvs;
|
||||||
if (has_uv2) other_half_section[ArrayMesh::ARRAY_TEX_UV2] = other_half_uv2s[surface];
|
if (has_uv2) other_half_section[ArrayMesh::ARRAY_TEX_UV2] = other_half_section_uv2s;
|
||||||
if (has_colour) other_half_section[ArrayMesh::ARRAY_COLOR] = other_half_colours[surface];
|
if (has_colour) other_half_section[ArrayMesh::ARRAY_COLOR] = other_half_section_colours;
|
||||||
if (has_bone) other_half_section[ArrayMesh::ARRAY_BONES] = other_half_bones[surface];
|
if (has_bone) other_half_section[ArrayMesh::ARRAY_BONES] = other_half_section_bones;
|
||||||
if (has_weight) other_half_section[ArrayMesh::ARRAY_WEIGHTS] = other_half_weights[surface];
|
if (has_weight) other_half_section[ArrayMesh::ARRAY_WEIGHTS] = other_half_section_weights;
|
||||||
other_half_section[ArrayMesh::ARRAY_INDEX] = other_half_indices[surface];
|
other_half_section[ArrayMesh::ARRAY_INDEX] = other_half_section_indices;
|
||||||
|
|
||||||
out_other_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, other_half_section);
|
out_other_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, other_half_section);
|
||||||
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));
|
||||||
}
|
}
|
||||||
|
|
||||||
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)
|
|
||||||
{
|
|
||||||
std::vector<MeshEditEdge2D> edges_2d;
|
|
||||||
std::vector<MeshEditPolygon2D> polygon_set;
|
|
||||||
std::vector<MeshEditPolygon2D> error_polygons;
|
|
||||||
const Transform3D &plane_inverse_transform = MeshEditingLibrary::project_edges(edges_2d, original_mesh_instance->get_transform(), clip_edges, local_plane);
|
|
||||||
MeshEditingLibrary::build_2d_polygons_from_edges(polygon_set, edges_2d, error_polygons);
|
|
||||||
MeshEditingLibrary::draw_debug_polygons(original_mesh_instance, error_polygons, plane_inverse_transform, Color(1.0f, 0.0f, 0.0f, 1.0f));
|
|
||||||
|
|
||||||
MeshSlicePlaneOrientation uv_plane = MeshSlicePlaneOrientation::Z;
|
|
||||||
const Basis &mesh_instance_basis = original_mesh_instance->get_basis();
|
|
||||||
const Vector3 &local_plane_normal = local_plane.get_normal();
|
|
||||||
if (UtilityFunctions::absf(local_plane_normal.dot(mesh_instance_basis.xform(Vector3(0.0f, 1.0f, 0.0f)))) > 0.5f)
|
|
||||||
{
|
{
|
||||||
uv_plane = MeshSlicePlaneOrientation::Y;
|
std::vector<MeshEditEdge2D> edges_2d;
|
||||||
}
|
std::vector<MeshEditPolygon2D> polygon_set;
|
||||||
else if (UtilityFunctions::absf(local_plane_normal.dot(mesh_instance_basis.xform(Vector3(1.0f, 0.0f, 0.0f)))) > 0.5f)
|
std::vector<MeshEditPolygon2D> error_polygons;
|
||||||
{
|
MeshEditingLibrary::project_edges(edges_2d, original_mesh_instance->get_transform(), clip_edges, local_plane);
|
||||||
uv_plane = MeshSlicePlaneOrientation::X;
|
MeshEditingLibrary::build_2d_polygons_from_edges(polygon_set, edges_2d, error_polygons);
|
||||||
}
|
|
||||||
|
|
||||||
const Vector3 &mesh_bounds = original_mesh->get_aabb().get_size();
|
|
||||||
const uint32_t num_polygons = polygon_set.size();
|
|
||||||
for (uint32_t polygon_index = 0; polygon_index < num_polygons; polygon_index++)
|
|
||||||
{
|
|
||||||
using Point = std::array<float,2>;
|
|
||||||
using Polygon = std::vector<std::vector<Point>>;
|
|
||||||
|
|
||||||
Polygon earcut_polygon;
|
MeshSlicePlaneOrientation uv_plane = MeshSlicePlaneOrientation::Z;
|
||||||
std::vector<Point> sub_polygon;
|
const Basis &mesh_instance_basis = original_mesh_instance->get_basis();
|
||||||
|
const Vector3 &local_plane_normal = local_plane.get_normal();
|
||||||
Vector3 polygon_centroid;
|
if (UtilityFunctions::absf(local_plane_normal.dot(mesh_instance_basis.xform(Vector3(0.0f, 1.0f, 0.0f)))) > 0.5f)
|
||||||
|
|
||||||
const uint32_t polygon_vertex_base = cap_section_vertices.size();
|
|
||||||
for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices)
|
|
||||||
{
|
{
|
||||||
const Vector3 &position = first_half_vertices[vertex.surface][vertex.index];
|
uv_plane = MeshSlicePlaneOrientation::Y;
|
||||||
const Vector3 &local_plane_transformed_normal = skinned_vertex_transforms[vertex.surface][vertex.index].xform(local_plane_normal).normalized();
|
}
|
||||||
|
else if (UtilityFunctions::absf(local_plane_normal.dot(mesh_instance_basis.xform(Vector3(1.0f, 0.0f, 0.0f)))) > 0.5f)
|
||||||
cap_section_vertices.append(position);
|
{
|
||||||
if (surface_has_normal[vertex.surface])
|
uv_plane = MeshSlicePlaneOrientation::X;
|
||||||
{
|
|
||||||
cap_section_normals.append(local_plane_transformed_normal);
|
|
||||||
cap_section_flipped_normals.append(local_plane_transformed_normal * -1.0f);
|
|
||||||
}
|
|
||||||
if (surface_has_colour[vertex.surface]) { cap_section_colours.append(first_half_colours[vertex.surface][vertex.index]); }
|
|
||||||
if (surface_has_uv[vertex.surface]) { cap_section_uvs.append(MeshEditingLibrary::calculate_planar_uv(position, mesh_bounds, uv_plane)); }
|
|
||||||
if (surface_has_uv2[vertex.surface]) { cap_section_uv2s.append(first_half_uv2s[vertex.surface][vertex.index]); }
|
|
||||||
if (surface_has_tangent[vertex.surface])
|
|
||||||
{
|
|
||||||
for (uint8_t i = 0; i < 4; i++)
|
|
||||||
{
|
|
||||||
cap_section_tangents.append(first_half_tangents[vertex.surface][(vertex.index * 4) + i] * -1.0f);
|
|
||||||
cap_section_flipped_tangents.append(first_half_tangents[vertex.surface][(vertex.index * 4) + i]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (surface_has_bone[vertex.surface])
|
|
||||||
{
|
|
||||||
for (uint8_t i = 0; i < surface_num_bones_per_vertex[vertex.surface]; i++)
|
|
||||||
{
|
|
||||||
cap_section_bones.append(first_half_bones[vertex.surface][(vertex.index * surface_num_bones_per_vertex[vertex.surface]) + i]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (surface_has_weight[vertex.surface])
|
|
||||||
{
|
|
||||||
for (uint8_t i = 0; i < surface_num_bones_per_vertex[vertex.surface]; i++)
|
|
||||||
{
|
|
||||||
cap_section_weights.append(first_half_weights[vertex.surface][(vertex.index * surface_num_bones_per_vertex[vertex.surface]) + i]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
sub_polygon.push_back({vertex.position.x, vertex.position.y});
|
|
||||||
polygon_centroid += position;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
polygon_centroid /= polygon_set[polygon_index].vertices.size();
|
const Vector3 &mesh_bounds = original_mesh->get_aabb().get_size();
|
||||||
impact_points.append(polygon_centroid);
|
const uint32_t num_polygons = polygon_set.size();
|
||||||
|
for (uint32_t polygon_index = 0; polygon_index < num_polygons; polygon_index++)
|
||||||
earcut_polygon.push_back(sub_polygon);
|
|
||||||
std::vector<uint32_t> indices = mapbox::earcut<uint32_t>(earcut_polygon);
|
|
||||||
for (uint32_t i = 0; (i+2) < indices.size(); i += 3)
|
|
||||||
{
|
{
|
||||||
cap_section_indices.append(indices[i+1] + polygon_vertex_base);
|
using Point = std::array<float,2>;
|
||||||
cap_section_indices.append(indices[i] + polygon_vertex_base);
|
using Polygon = std::vector<std::vector<Point>>;
|
||||||
cap_section_indices.append(indices[i+2] + polygon_vertex_base);
|
|
||||||
|
Polygon earcut_polygon;
|
||||||
|
std::vector<Point> sub_polygon;
|
||||||
|
|
||||||
|
Vector3 polygon_centroid;
|
||||||
|
|
||||||
|
const uint32_t polygon_vertex_base = cap_section_vertices.size();
|
||||||
|
for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices)
|
||||||
|
{
|
||||||
|
const Vector3 &position = first_half_section_vertices[vertex.index];
|
||||||
|
|
||||||
|
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_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_uv2) { cap_section_uv2s.append(first_half_section_uv2s[vertex.index]); }
|
||||||
|
if (has_tangent)
|
||||||
|
{
|
||||||
|
for (uint8_t i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
cap_section_tangents.append(first_half_section_tangents[(vertex.index * 4) + i]);
|
||||||
|
cap_section_flipped_tangents.append(first_half_section_tangents[(vertex.index * 4) + i] * -1.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (has_bone)
|
||||||
|
{
|
||||||
|
for (uint8_t i = 0; i < num_bones_per_vertex; i++)
|
||||||
|
{
|
||||||
|
cap_section_bones.append(first_half_section_bones[(vertex.index * num_bones_per_vertex) + i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (has_weight)
|
||||||
|
{
|
||||||
|
for (uint8_t i = 0; i < num_bones_per_vertex; i++)
|
||||||
|
{
|
||||||
|
cap_section_bones.append(first_half_section_weights[(vertex.index * num_bones_per_vertex) + i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
sub_polygon.push_back({vertex.position.x, vertex.position.y});
|
||||||
|
polygon_centroid += position;
|
||||||
|
}
|
||||||
|
|
||||||
|
earcut_polygon.push_back(sub_polygon);
|
||||||
|
std::vector<uint32_t> indices = mapbox::earcut<uint32_t>(earcut_polygon);
|
||||||
|
for (uint32_t i = 0; (i+2) < indices.size(); i += 3)
|
||||||
|
{
|
||||||
|
cap_section_indices.append(indices[i+1] + polygon_vertex_base);
|
||||||
|
cap_section_indices.append(indices[i] + polygon_vertex_base);
|
||||||
|
cap_section_indices.append(indices[i+2] + polygon_vertex_base);
|
||||||
|
}
|
||||||
|
|
||||||
|
polygon_centroid /= polygon_set[polygon_index].vertices.size();
|
||||||
|
impact_points.append(polygon_centroid);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Created cap surfaces 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)
|
||||||
{
|
{
|
||||||
Array cap_mesh_section;
|
Array cap_mesh_section;
|
||||||
@@ -612,43 +575,28 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
|
|||||||
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_material);
|
out_other_half->surface_set_material(out_other_half->get_surface_count()-1, cap_material);
|
||||||
}
|
}
|
||||||
|
|
||||||
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, std::vector<std::vector<Transform3D>> &vertex_transforms)
|
SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mesh, const Skeleton3D *skeleton)
|
||||||
{
|
{
|
||||||
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;
|
||||||
skinned_vertex_surfaces.resize(num_surfaces);
|
skinned_vertex_surfaces.resize(num_surfaces);
|
||||||
|
|
||||||
if (skeleton)
|
for (uint8_t surface = 0; surface < num_surfaces; surface++)
|
||||||
{
|
{
|
||||||
const uint16_t bone_count = skeleton->get_bone_count();
|
const Array &mesh_arrays = mesh->surface_get_arrays(surface);
|
||||||
std::vector<Transform3D> bone_transforms;
|
|
||||||
bone_transforms.resize(bone_count);
|
|
||||||
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();
|
|
||||||
}
|
|
||||||
|
|
||||||
vertex_transforms.resize(num_surfaces);
|
const PackedVector3Array &mesh_vertex_array = mesh_arrays[ArrayMesh::ARRAY_VERTEX];
|
||||||
|
const uint32_t mesh_vertex_array_size = mesh_vertex_array.size();
|
||||||
|
|
||||||
for (uint8_t surface = 0; surface < num_surfaces; surface++)
|
SkinnedVertices skinned_vertex_array;
|
||||||
|
skinned_vertex_array.resize(mesh_vertex_array_size);
|
||||||
|
|
||||||
|
if (skeleton)
|
||||||
{
|
{
|
||||||
const Array &mesh_arrays = mesh->surface_get_arrays(surface);
|
|
||||||
|
|
||||||
const PackedVector3Array &mesh_vertex_array = mesh_arrays[ArrayMesh::ARRAY_VERTEX];
|
|
||||||
const uint32_t mesh_vertex_array_size = mesh_vertex_array.size();
|
|
||||||
|
|
||||||
SkinnedVertices skinned_vertex_array;
|
|
||||||
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;
|
||||||
@@ -659,9 +607,9 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes
|
|||||||
const uint32_t bone_index_start = (vertex_index * num_bones_per_vertex);
|
const uint32_t bone_index_start = (vertex_index * num_bones_per_vertex);
|
||||||
for (uint8_t bone_index_offset = 0; bone_index_offset < num_bones_per_vertex; bone_index_offset++)
|
for (uint8_t bone_index_offset = 0; bone_index_offset < num_bones_per_vertex; bone_index_offset++)
|
||||||
{
|
{
|
||||||
const float weight = mesh_weights_array[bone_index_start + bone_index_offset];
|
|
||||||
const uint32_t bone = mesh_bones_array[bone_index_start + bone_index_offset];
|
const uint32_t bone = mesh_bones_array[bone_index_start + bone_index_offset];
|
||||||
transforms[bone_index_offset] = ((Transform3D)bone_transforms[bone]) * weight;
|
const float weight = mesh_weights_array[bone_index_start + bone_index_offset];
|
||||||
|
transforms[bone_index_offset] = skeleton->get_bone_global_pose(bone) * skeleton->get_bone_global_rest(bone).inverse() * weight;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 x_basis, y_basis, z_basis, origin;
|
Vector3 x_basis, y_basis, z_basis, origin;
|
||||||
@@ -673,51 +621,36 @@ SkinnedSurfaces MeshEditingLibrary::get_skinned_vertex_positions(const Mesh *mes
|
|||||||
origin += transforms[transform].origin;
|
origin += transforms[transform].origin;
|
||||||
}
|
}
|
||||||
|
|
||||||
const Transform3D &final_bone_transform = Transform3D(
|
const Vector3 &transformed_vertex = Vector3(
|
||||||
x_basis.x, x_basis.y, x_basis.z,
|
x_basis.dot(vertex) + origin.x,
|
||||||
y_basis.x, y_basis.y, y_basis.z,
|
y_basis.dot(vertex) + origin.y,
|
||||||
z_basis.x, z_basis.y, z_basis.z,
|
z_basis.dot(vertex) + origin.z);
|
||||||
origin.x, origin.y, origin.z);
|
skinned_vertex_array[vertex_index] = transformed_vertex;
|
||||||
skinned_vertex_transforms[vertex_index] = final_bone_transform;
|
// The above is identical to the code seen below, except the below code does not work.
|
||||||
skinned_vertex_array[vertex_index] = final_bone_transform.xform(vertex);
|
// This is fucking stupid.
|
||||||
|
//
|
||||||
|
// 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;
|
|
||||||
vertex_transforms[surface] = skinned_vertex_transforms;
|
|
||||||
}
|
}
|
||||||
|
else
|
||||||
return skinned_vertex_surfaces;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
for (uint8_t surface = 0; surface < num_surfaces; surface++)
|
|
||||||
{
|
{
|
||||||
const Array &mesh_arrays = mesh->surface_get_arrays(surface);
|
|
||||||
|
|
||||||
const PackedVector3Array &mesh_vertex_array = mesh_arrays[ArrayMesh::ARRAY_VERTEX];
|
|
||||||
const uint32_t mesh_vertex_array_size = mesh_vertex_array.size();
|
|
||||||
|
|
||||||
SkinnedVertices skinned_vertex_array;
|
|
||||||
skinned_vertex_array.resize(mesh_vertex_array_size);
|
|
||||||
|
|
||||||
for (uint32_t vertex_index = 0; vertex_index < mesh_vertex_array_size; vertex_index++)
|
for (uint32_t vertex_index = 0; vertex_index < mesh_vertex_array_size; vertex_index++)
|
||||||
{
|
{
|
||||||
skinned_vertex_array[vertex_index] = mesh_vertex_array[vertex_index];
|
skinned_vertex_array[vertex_index] = mesh_vertex_array[vertex_index];
|
||||||
}
|
}
|
||||||
|
|
||||||
skinned_vertex_surfaces[surface] = skinned_vertex_array;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return skinned_vertex_surfaces;
|
skinned_vertex_surfaces[surface] = skinned_vertex_array;
|
||||||
}
|
}
|
||||||
|
|
||||||
return SkinnedSurfaces();
|
return skinned_vertex_surfaces;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
const Transform3D MeshEditingLibrary::project_edges(std::vector<MeshEditEdge2D> &out_2d_edges, const Transform3D &to_node_space, const std::vector<MeshEditEdge3D> &in_3d_edges, const Plane &plane)
|
void MeshEditingLibrary::project_edges(std::vector<MeshEditEdge2D> &out_2d_edges, const Transform3D &to_node_space, const std::vector<MeshEditEdge3D> &in_3d_edges, const Plane &plane)
|
||||||
{
|
{
|
||||||
out_2d_edges.resize(in_3d_edges.size());
|
out_2d_edges.resize(in_3d_edges.size());
|
||||||
|
|
||||||
@@ -727,7 +660,6 @@ const Transform3D MeshEditingLibrary::project_edges(std::vector<MeshEditEdge2D>
|
|||||||
{
|
{
|
||||||
MeshEditVert2D v0;
|
MeshEditVert2D v0;
|
||||||
Vector3 p = plane_inverse_transform.xform(in_3d_edges[i].v0.position);
|
Vector3 p = plane_inverse_transform.xform(in_3d_edges[i].v0.position);
|
||||||
v0.surface = in_3d_edges[i].v0.surface;
|
|
||||||
v0.index = in_3d_edges[i].v0.index;
|
v0.index = in_3d_edges[i].v0.index;
|
||||||
v0.position.x = p.x;
|
v0.position.x = p.x;
|
||||||
v0.position.y = p.y;
|
v0.position.y = p.y;
|
||||||
@@ -735,15 +667,12 @@ const Transform3D MeshEditingLibrary::project_edges(std::vector<MeshEditEdge2D>
|
|||||||
MeshEditVert2D v1;
|
MeshEditVert2D v1;
|
||||||
p = plane_inverse_transform.xform(in_3d_edges[i].v1.position);
|
p = plane_inverse_transform.xform(in_3d_edges[i].v1.position);
|
||||||
v1.index = in_3d_edges[i].v1.index;
|
v1.index = in_3d_edges[i].v1.index;
|
||||||
v1.surface = in_3d_edges[i].v1.surface;
|
|
||||||
v1.position.x = p.x;
|
v1.position.x = p.x;
|
||||||
v1.position.y = p.y;
|
v1.position.y = p.y;
|
||||||
|
|
||||||
out_2d_edges[i].v0 = v0;
|
out_2d_edges[i].v0 = v0;
|
||||||
out_2d_edges[i].v1 = v1;
|
out_2d_edges[i].v1 = v1;
|
||||||
}
|
}
|
||||||
|
|
||||||
return plane_inverse_transform;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void MeshEditingLibrary::build_2d_polygons_from_edges(std::vector<MeshEditPolygon2D> &out_polygons, const std::vector<MeshEditEdge2D> &in_edges, std::vector<MeshEditPolygon2D> &error_polygons)
|
void MeshEditingLibrary::build_2d_polygons_from_edges(std::vector<MeshEditPolygon2D> &out_polygons, const std::vector<MeshEditEdge2D> &in_edges, std::vector<MeshEditPolygon2D> &error_polygons)
|
||||||
@@ -870,46 +799,3 @@ const Vector2 MeshEditingLibrary::calculate_planar_uv(const Vector3 &vertex, con
|
|||||||
return Vector2(vertex.x / mesh_bounds.x, vertex.y / mesh_bounds.y);
|
return Vector2(vertex.x / mesh_bounds.x, vertex.y / mesh_bounds.y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void MeshEditingLibrary::draw_debug_polygons(Node3D *mesh_parent_node, const std::vector<MeshEditPolygon2D> &polygons, const Transform3D &plane_transform, const Color &colour)
|
|
||||||
{
|
|
||||||
#ifdef DEBUG_ENABLED
|
|
||||||
if (polygons.size() <= 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Ref<StandardMaterial3D> material;
|
|
||||||
material.instantiate();
|
|
||||||
material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
||||||
material->set_shading_mode(BaseMaterial3D::SHADING_MODE_UNSHADED);
|
|
||||||
|
|
||||||
ImmediateMesh *im = memnew(ImmediateMesh);
|
|
||||||
im->surface_begin(Mesh::PRIMITIVE_LINE_STRIP, material);
|
|
||||||
const uint32_t num_polygons = polygons.size();
|
|
||||||
for (uint32_t i = 0; i < num_polygons; i++)
|
|
||||||
{
|
|
||||||
const MeshEditPolygon2D &polygon = polygons[i];
|
|
||||||
const uint32_t num_points = polygons[i].vertices.size();
|
|
||||||
for (uint32_t j = 0; j < num_points; j++)
|
|
||||||
{
|
|
||||||
const MeshEditVert2D &vertex = polygon.vertices[j];
|
|
||||||
const Vector3 &transformed_vertex = plane_transform.inverse().xform(Vector3(vertex.position.x, vertex.position.y, 0.0f));
|
|
||||||
|
|
||||||
im->surface_set_color(colour);
|
|
||||||
im->surface_add_vertex(transformed_vertex);
|
|
||||||
}
|
|
||||||
|
|
||||||
const MeshEditVert2D &vertex = polygon.vertices.front();
|
|
||||||
const Vector3 &transformed_vertex = plane_transform.inverse().xform(Vector3(vertex.position.x, vertex.position.y, 0.0f));
|
|
||||||
|
|
||||||
im->surface_set_color(colour);
|
|
||||||
im->surface_add_vertex(transformed_vertex);
|
|
||||||
}
|
|
||||||
im->surface_end();
|
|
||||||
|
|
||||||
MeshInstance3D *mi = memnew(MeshInstance3D);
|
|
||||||
mesh_parent_node->add_child(mi);
|
|
||||||
mi->set_transform(Transform3D());
|
|
||||||
mi->set_mesh(im);
|
|
||||||
#endif // DEBUG_ENABLED
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -17,22 +17,18 @@ 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;
|
||||||
|
|
||||||
|
|
||||||
struct MeshEditVert3D
|
struct MeshEditVert3D
|
||||||
{
|
{
|
||||||
uint8_t surface; // Surface index of the original vertex array
|
|
||||||
uint32_t index; // Index into the original vertex array
|
uint32_t index; // Index into the original vertex array
|
||||||
Vector3 position; // Position used for generating geometry
|
Vector3 position; // Position used for generating geometry
|
||||||
};
|
};
|
||||||
|
|
||||||
struct MeshEditVert2D
|
struct MeshEditVert2D
|
||||||
{
|
{
|
||||||
uint8_t surface; // Surface index of the original vertex array
|
|
||||||
uint32_t index; // Index into the original vertex array
|
uint32_t index; // Index into the original vertex array
|
||||||
Vector2 position; // Position used for generating geometry
|
Vector2 position; // Position used for generating geometry
|
||||||
};
|
};
|
||||||
@@ -70,7 +66,7 @@ public:
|
|||||||
CAP_UV_TILED
|
CAP_UV_TILED
|
||||||
};
|
};
|
||||||
|
|
||||||
static PackedVector3Array slice_mesh(MeshInstance3D *original_mesh_instance, const Skeleton3D *original_skeleton, const Plane &local_plane, Ref<ArrayMesh> out_first_half, Ref<ArrayMesh> out_other_half, const MeshEditCapUV cap_option, const Ref<StandardMaterial3D> cap_material);
|
static PackedVector3Array slice_mesh(const MeshInstance3D *original_mesh_instance, const Skeleton3D *original_skeleton, const Plane &local_plane, ArrayMesh *out_first_half, ArrayMesh *out_other_half, const MeshEditCapUV cap_option, const Ref<StandardMaterial3D> cap_material);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
enum MeshSlicePlaneOrientation
|
enum MeshSlicePlaneOrientation
|
||||||
@@ -83,15 +79,13 @@ 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, std::vector<std::vector<Transform3D>> &bone_transforms = std::vector<std::vector<Transform3D>>());
|
static SkinnedSurfaces get_skinned_vertex_positions(const Mesh *mesh, const Skeleton3D *skeleton = nullptr);
|
||||||
|
|
||||||
static const Transform3D 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);
|
||||||
static bool find_next_edge(MeshEditEdge2D &out_next_edge, std::vector<MeshEditEdge2D> &in_edge_set, const MeshEditVert2D &start);
|
static bool find_next_edge(MeshEditEdge2D &out_next_edge, std::vector<MeshEditEdge2D> &in_edge_set, const MeshEditVert2D &start);
|
||||||
static void fix_polygon_winding(MeshEditPolygon2D &polygon);
|
static void fix_polygon_winding(MeshEditPolygon2D &polygon);
|
||||||
|
|
||||||
static void draw_debug_polygons(Node3D *mesh_parent_node, const std::vector<MeshEditPolygon2D> &polygons, const Transform3D &plane_transform, const Color &colour);
|
|
||||||
|
|
||||||
// Godot boilerplate below
|
// Godot boilerplate below
|
||||||
protected:
|
protected:
|
||||||
static void _bind_methods()
|
static void _bind_methods()
|
||||||
|
|||||||
@@ -41,18 +41,6 @@ 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;
|
||||||
@@ -68,7 +56,7 @@ bool PlayerOrigin::spawn_player(Node3D *parent, Ref<PackedScene> player) const
|
|||||||
#ifdef DEBUG_ENABLED
|
#ifdef DEBUG_ENABLED
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
PRINT_ERROR(PLAYERSPAWN_LOG_TAG, "Empty sublevel in PlayerSpawn object \"", this->tag, "\"");
|
UtilityFunctions::push_error("Empty sublevel in PlayerSpawn object \"", this->tag, "\"");
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@@ -82,46 +70,3 @@ 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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -8,14 +8,11 @@
|
|||||||
#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>
|
||||||
using namespace godot;
|
using namespace godot;
|
||||||
|
|
||||||
#define PLAYERSPAWN_LOG_TAG "PlayerSpawn"
|
|
||||||
|
|
||||||
#define PLAYER_ORIGIN_TAG "origin"
|
#define PLAYER_ORIGIN_TAG "origin"
|
||||||
|
|
||||||
|
|
||||||
@@ -27,8 +24,6 @@ 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.
|
||||||
@@ -36,15 +31,12 @@ public:
|
|||||||
|
|
||||||
virtual StringName get_tag() const { return this->tag; }
|
virtual StringName get_tag() const { return this->tag; }
|
||||||
|
|
||||||
void set_player_scene(Ref<PackedScene> s);
|
void set_player_scene(Ref<PackedScene> s) { this->player_scene = 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);
|
||||||
|
|
||||||
@@ -53,10 +45,6 @@ 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:
|
||||||
|
|||||||
@@ -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)
|
||||||
|
|||||||
@@ -36,27 +36,3 @@
|
|||||||
*/
|
*/
|
||||||
#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
|
|
||||||
|
|||||||
@@ -21,9 +21,6 @@
|
|||||||
#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 "nodes/hurtbox/hurtbox_base.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"
|
||||||
@@ -65,13 +62,10 @@ 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>();
|
||||||
ClassDB::register_class<PlayerSpawn>();
|
ClassDB::register_class<PlayerSpawn>();
|
||||||
|
|
||||||
ClassDB::register_class<HurtboxBase>();
|
|
||||||
|
|
||||||
ClassDB::register_class<SaveFileData>();
|
ClassDB::register_class<SaveFileData>();
|
||||||
|
|
||||||
|
|||||||
@@ -8,7 +8,6 @@
|
|||||||
#include "resources/input_resource.h"
|
#include "resources/input_resource.h"
|
||||||
|
|
||||||
#include <godot_cpp/classes/input.hpp>
|
#include <godot_cpp/classes/input.hpp>
|
||||||
#include <godot_cpp/variant/utility_functions.hpp>
|
|
||||||
using namespace godot;
|
using namespace godot;
|
||||||
|
|
||||||
|
|
||||||
@@ -16,29 +15,15 @@ void InputResource::update_buttons(const Ref<InputEvent> event, const float delt
|
|||||||
{
|
{
|
||||||
for (uint8_t i = 0; i < this->input_actions.size(); i++)
|
for (uint8_t i = 0; i < this->input_actions.size(); i++)
|
||||||
{
|
{
|
||||||
InputAction *action = cast_to<InputAction>(this->input_actions[i]);
|
const InputAction *action = cast_to<InputAction>(this->input_actions[i]);
|
||||||
|
|
||||||
const float action_strength = event->get_action_strength(action->get_action_name());
|
const StringName suffix_pressed = StringName("_on_") + action->get_action_name() + INPUTACTION_SUFFIX_PRESSED;
|
||||||
const float action_deadzone = action->get_deadzone();
|
if (event->is_action_pressed(action->get_action_name()) && this->has_signal(suffix_pressed))
|
||||||
|
this->emit_signal(suffix_pressed);
|
||||||
if (!action->is_active())
|
|
||||||
{
|
const StringName suffix_released = StringName("_on_") + action->get_action_name() + INPUTACTION_SUFFIX_RELEASED;
|
||||||
if (event->is_action_pressed(action->get_action_name()) && action_strength >= action_deadzone)
|
if (event->is_action_released(action->get_action_name()) && this->has_signal(suffix_released))
|
||||||
{
|
this->emit_signal(suffix_released);
|
||||||
action->set_active(true);
|
|
||||||
const StringName &pressed_signal = StringName("_on_") + action->get_action_name() + INPUTACTION_SUFFIX_PRESSED + INPUTHANDLER_SUFFIX_SIGNAL;
|
|
||||||
if (this->has_signal(pressed_signal)) this->emit_signal(pressed_signal);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (event->is_action_released(action->get_action_name()) || (event->is_action_pressed(action->get_action_name()) && action_strength < action_deadzone))
|
|
||||||
{
|
|
||||||
action->set_active(false);
|
|
||||||
const StringName &released_signal = StringName("_on_") + action->get_action_name() + INPUTACTION_SUFFIX_RELEASED + INPUTHANDLER_SUFFIX_SIGNAL;
|
|
||||||
if (this->has_signal(released_signal)) this->emit_signal(released_signal);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -46,46 +31,17 @@ void InputResource::update_axes(const float delta)
|
|||||||
{
|
{
|
||||||
for (uint8_t i = 0; i < this->input_axes.size(); i++)
|
for (uint8_t i = 0; i < this->input_axes.size(); i++)
|
||||||
{
|
{
|
||||||
InputAxis *axis = cast_to<InputAxis>(this->input_axes[i]);
|
const InputAxis *axis = cast_to<InputAxis>(this->input_axes[i]);
|
||||||
const StringName prefix = StringName("_on_") + axis->get_axis_name();
|
const StringName prefix = StringName("_on_") + axis->get_axis_name();
|
||||||
const float axis_deadzone = axis->get_deadzone();
|
|
||||||
|
const StringName signal_1d = prefix + INPUTAXIS_ONE_DIMENSIONAL_SUFFIX;
|
||||||
|
if (this->has_signal(signal_1d)) this->emit_signal(signal_1d, delta, axis->get_x_axis());
|
||||||
|
|
||||||
Vector3 current_input = axis->get_last_axis_input();
|
const StringName signal_2d = prefix + INPUTAXIS_TWO_DIMENSIONAL_SUFFIX;
|
||||||
|
if (this->has_signal(signal_2d)) this->emit_signal(signal_2d, delta, axis->get_lateral_vector());
|
||||||
|
|
||||||
const StringName &signal_1d = prefix + INPUTAXIS_ONE_DIMENSIONAL_SUFFIX + INPUTHANDLER_SUFFIX_SIGNAL;
|
const StringName signal_3d = prefix + INPUTAXIS_THREE_DIMENSIONAL_SUFFIX;
|
||||||
if (this->has_signal(signal_1d))
|
if (this->has_signal(signal_3d)) this->emit_signal(signal_3d, delta, axis->get_spherical_vector());
|
||||||
{
|
|
||||||
float x_axis = axis->get_x_axis();
|
|
||||||
if (UtilityFunctions::absf(x_axis) < axis_deadzone) x_axis = 0.0f;
|
|
||||||
if (current_input.x != x_axis || current_input.length() > SMALL_NUMBER)
|
|
||||||
this->emit_signal(signal_1d, delta, x_axis);
|
|
||||||
current_input.x = x_axis;
|
|
||||||
}
|
|
||||||
|
|
||||||
const StringName &signal_2d = prefix + INPUTAXIS_TWO_DIMENSIONAL_SUFFIX + INPUTHANDLER_SUFFIX_SIGNAL;
|
|
||||||
if (this->has_signal(signal_2d))
|
|
||||||
{
|
|
||||||
Vector2 &vector = axis->get_lateral_vector();
|
|
||||||
if (UtilityFunctions::absf(vector.x) < axis_deadzone) vector.x = 0.0f;
|
|
||||||
if (UtilityFunctions::absf(vector.y) < axis_deadzone) vector.y = 0.0f;
|
|
||||||
if ((current_input.x != vector.x || current_input.z != vector.y) || current_input.length() > SMALL_NUMBER)
|
|
||||||
this->emit_signal(signal_2d, delta, vector);
|
|
||||||
current_input.x = vector.x; current_input.z = vector.y;
|
|
||||||
}
|
|
||||||
|
|
||||||
const StringName &signal_3d = prefix + INPUTAXIS_THREE_DIMENSIONAL_SUFFIX + INPUTHANDLER_SUFFIX_SIGNAL;
|
|
||||||
if (this->has_signal(signal_3d))
|
|
||||||
{
|
|
||||||
Vector3 &vector = axis->get_spherical_vector();
|
|
||||||
if (UtilityFunctions::absf(vector.x) < axis_deadzone) vector.x = 0.0f;
|
|
||||||
if (UtilityFunctions::absf(vector.y) < axis_deadzone) vector.y = 0.0f;
|
|
||||||
if (UtilityFunctions::absf(vector.z) < axis_deadzone) vector.z = 0.0f;
|
|
||||||
if (current_input != vector || current_input.length() > SMALL_NUMBER)
|
|
||||||
this->emit_signal(signal_3d, delta, vector);
|
|
||||||
current_input = vector;
|
|
||||||
}
|
|
||||||
|
|
||||||
axis->set_last_axis_input(current_input);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -94,87 +50,52 @@ 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_MOUSE_INPUT_SUFFIX + INPUTHANDLER_SUFFIX_SIGNAL;
|
const StringName signal = StringName("_on_") + axis->get_axis_name() + INPUTAXIS_TWO_DIMENSIONAL_SUFFIX;
|
||||||
if (axis->get_include_mouse() && this->has_signal(signal))
|
if (axis->get_include_mouse() && this->has_signal(signal))
|
||||||
{
|
this->emit_signal(signal, delta, Vector2(event->get_relative().x, event->get_relative().y) * 0.001 / delta);
|
||||||
this->emit_signal(signal, delta, event->get_relative() * 0.0001f / delta);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Ref<InputAction> InputResource::find_input_action(const StringName &name) const
|
|
||||||
{
|
|
||||||
for (uint8_t i = 0; i < this->input_actions.size(); i++)
|
|
||||||
{
|
|
||||||
const Ref<InputAction> action = cast_to<InputAction>(this->input_actions[i]);
|
|
||||||
if (action->get_action_name() == name)
|
|
||||||
{
|
|
||||||
return action;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
Ref<InputAxis> InputResource::find_input_axis(const StringName &name) const
|
|
||||||
{
|
|
||||||
for (uint8_t i = 0; i < this->input_axes.size(); i++)
|
|
||||||
{
|
|
||||||
const Ref<InputAxis> axis = cast_to<InputAxis>(this->input_axes[i]);
|
|
||||||
if (axis->get_axis_name() == name)
|
|
||||||
{
|
|
||||||
return axis;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Vector3 InputAxis::get_spherical_vector() const
|
Vector3 InputAxis::get_spherical_vector() const
|
||||||
{
|
{
|
||||||
const Input *input = Input::get_singleton();
|
const Input *input = Input::get_singleton();
|
||||||
const Vector3 &axis = Vector3(
|
return Vector3(
|
||||||
input->get_axis(this->axis_name + INPUTAXIS_LEFT_SUFFIX, this->axis_name + INPUTAXIS_RIGHT_SUFFIX),
|
input->get_axis(this->axis_name + INPUTAXIS_LEFT_SUFFIX, this->axis_name + INPUTAXIS_RIGHT_SUFFIX),
|
||||||
input->get_axis(this->axis_name + INPUTAXIS_DOWN_SUFFIX, this->axis_name + INPUTAXIS_UP_SUFFIX),
|
input->get_axis(this->axis_name + INPUTAXIS_DOWN_SUFFIX, this->axis_name + INPUTAXIS_UP_SUFFIX),
|
||||||
input->get_axis(this->axis_name + INPUTAXIS_FORWARD_SUFFIX, this->axis_name + INPUTAXIS_BACK_SUFFIX)
|
input->get_axis(this->axis_name + INPUTAXIS_FORWARD_SUFFIX, this->axis_name + INPUTAXIS_BACK_SUFFIX)
|
||||||
);
|
);
|
||||||
return axis.length() >= this->deadzone ? axis : Vector3();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 InputAxis::get_lateral_vector() const
|
Vector2 InputAxis::get_lateral_vector() const
|
||||||
{
|
{
|
||||||
const Vector2 &axis = Input::get_singleton()->get_vector(
|
return Input::get_singleton()->get_vector(
|
||||||
this->axis_name + INPUTAXIS_LEFT_SUFFIX, this->axis_name + INPUTAXIS_RIGHT_SUFFIX,
|
this->axis_name + INPUTAXIS_LEFT_SUFFIX, this->axis_name + INPUTAXIS_RIGHT_SUFFIX,
|
||||||
this->axis_name + INPUTAXIS_FORWARD_SUFFIX, this->axis_name + INPUTAXIS_BACK_SUFFIX
|
this->axis_name + INPUTAXIS_FORWARD_SUFFIX, this->axis_name + INPUTAXIS_BACK_SUFFIX
|
||||||
);
|
);
|
||||||
return axis.length() >= this->deadzone ? axis : Vector2();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 InputAxis::get_lateral_vector_square() const
|
Vector2 InputAxis::get_lateral_vector_square() const
|
||||||
{
|
{
|
||||||
const Input *input = Input::get_singleton();
|
const Input *input = Input::get_singleton();
|
||||||
const Vector2 &axis = Vector2(
|
return Vector2(
|
||||||
input->get_axis(this->axis_name + INPUTAXIS_LEFT_SUFFIX, this->axis_name + INPUTAXIS_RIGHT_SUFFIX),
|
input->get_axis(this->axis_name + INPUTAXIS_LEFT_SUFFIX, this->axis_name + INPUTAXIS_RIGHT_SUFFIX),
|
||||||
input->get_axis(this->axis_name + INPUTAXIS_FORWARD_SUFFIX, this->axis_name + INPUTAXIS_BACK_SUFFIX)
|
input->get_axis(this->axis_name + INPUTAXIS_FORWARD_SUFFIX, this->axis_name + INPUTAXIS_BACK_SUFFIX)
|
||||||
);
|
);
|
||||||
return axis.length() >= this->deadzone ? axis : Vector2();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
float InputAxis::get_x_axis() const
|
float InputAxis::get_x_axis() const
|
||||||
{
|
{
|
||||||
const float axis = Input::get_singleton()->get_axis(this->axis_name + INPUTAXIS_LEFT_SUFFIX, this->axis_name + INPUTAXIS_RIGHT_SUFFIX);
|
return Input::get_singleton()->get_axis(this->axis_name + INPUTAXIS_LEFT_SUFFIX, this->axis_name + INPUTAXIS_RIGHT_SUFFIX);
|
||||||
return UtilityFunctions::absf(axis) >= this->deadzone ? axis : 0.0f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
float InputAxis::get_y_axis() const
|
float InputAxis::get_y_axis() const
|
||||||
{
|
{
|
||||||
const float axis = Input::get_singleton()->get_axis(this->axis_name + INPUTAXIS_DOWN_SUFFIX, this->axis_name + INPUTAXIS_UP_SUFFIX);
|
return Input::get_singleton()->get_axis(this->axis_name + INPUTAXIS_DOWN_SUFFIX, this->axis_name + INPUTAXIS_UP_SUFFIX);
|
||||||
return UtilityFunctions::absf(axis) >= this->deadzone ? axis : 0.0f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
float InputAxis::get_z_axis() const
|
float InputAxis::get_z_axis() const
|
||||||
{
|
{
|
||||||
const float axis = Input::get_singleton()->get_axis(this->axis_name + INPUTAXIS_FORWARD_SUFFIX, this->axis_name + INPUTAXIS_BACK_SUFFIX);
|
return Input::get_singleton()->get_axis(this->axis_name + INPUTAXIS_FORWARD_SUFFIX, this->axis_name + INPUTAXIS_BACK_SUFFIX);
|
||||||
return UtilityFunctions::absf(axis) >= this->deadzone ? axis : 0.0f;
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -13,8 +13,6 @@
|
|||||||
#include <godot_cpp/classes/resource.hpp>
|
#include <godot_cpp/classes/resource.hpp>
|
||||||
using namespace godot;
|
using namespace godot;
|
||||||
|
|
||||||
#define INPUTHANDLER_SUFFIX_SIGNAL StringName("_signal")
|
|
||||||
|
|
||||||
#define INPUTACTION_SUFFIX_PRESSED StringName("_pressed")
|
#define INPUTACTION_SUFFIX_PRESSED StringName("_pressed")
|
||||||
#define INPUTACTION_SUFFIX_RELEASED StringName("_released")
|
#define INPUTACTION_SUFFIX_RELEASED StringName("_released")
|
||||||
|
|
||||||
@@ -28,7 +26,6 @@ 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
|
||||||
@@ -70,17 +67,11 @@ public:
|
|||||||
void set_input_events(const TypedArray<InputEvent> events) { this->input_events = events; }
|
void set_input_events(const TypedArray<InputEvent> events) { this->input_events = events; }
|
||||||
TypedArray<InputEvent> get_input_events() const { return this->input_events; }
|
TypedArray<InputEvent> get_input_events() const { return this->input_events; }
|
||||||
|
|
||||||
void set_active(const bool active) { this->_active = active; }
|
|
||||||
bool is_active() const { return this->_active; }
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
StringName action_name = "action_name";
|
StringName action_name = "action_name";
|
||||||
float deadzone = 0.5f;
|
float deadzone = 0.5f;
|
||||||
TypedArray<InputEvent> input_events;
|
TypedArray<InputEvent> input_events;
|
||||||
|
|
||||||
private:
|
|
||||||
bool _active = false;
|
|
||||||
|
|
||||||
// Godot boilerplate below
|
// Godot boilerplate below
|
||||||
protected:
|
protected:
|
||||||
static void _bind_methods()
|
static void _bind_methods()
|
||||||
@@ -88,9 +79,6 @@ protected:
|
|||||||
ADD_GETTER_SETTER(InputAction, action_name, Variant::STRING_NAME);
|
ADD_GETTER_SETTER(InputAction, action_name, Variant::STRING_NAME);
|
||||||
ADD_GETTER_SETTER(InputAction, deadzone, Variant::FLOAT);
|
ADD_GETTER_SETTER(InputAction, deadzone, Variant::FLOAT);
|
||||||
ADD_GETTER_SETTER_HINTED(InputAction, input_events, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"));
|
ADD_GETTER_SETTER_HINTED(InputAction, input_events, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"));
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("is_active"), &InputAction::is_active);
|
|
||||||
ClassDB::bind_method(D_METHOD("set_active", "active"), &InputAction::set_active);
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -127,11 +115,8 @@ public:
|
|||||||
|
|
||||||
void set_up_down_events(const TypedArray<InputAxis2D> events) { this->up_down_events = events; }
|
void set_up_down_events(const TypedArray<InputAxis2D> events) { this->up_down_events = events; }
|
||||||
TypedArray<InputAxis2D> get_up_down_events() const { return this->up_down_events; }
|
TypedArray<InputAxis2D> get_up_down_events() const { return this->up_down_events; }
|
||||||
|
|
||||||
void set_last_axis_input(const Vector3 &value) { this->last_axis_input = value; }
|
|
||||||
Vector3 get_last_axis_input() const { return this->last_axis_input; }
|
|
||||||
|
|
||||||
|
|
||||||
Vector3 get_spherical_vector() const;
|
Vector3 get_spherical_vector() const;
|
||||||
Vector2 get_lateral_vector() const;
|
Vector2 get_lateral_vector() const;
|
||||||
Vector2 get_lateral_vector_square() const;
|
Vector2 get_lateral_vector_square() const;
|
||||||
@@ -149,9 +134,6 @@ protected:
|
|||||||
TypedArray<InputAxis2D> left_right_events;
|
TypedArray<InputAxis2D> left_right_events;
|
||||||
TypedArray<InputAxis2D> forward_back_events;
|
TypedArray<InputAxis2D> forward_back_events;
|
||||||
TypedArray<InputAxis2D> up_down_events;
|
TypedArray<InputAxis2D> up_down_events;
|
||||||
|
|
||||||
private:
|
|
||||||
Vector3 last_axis_input = Vector3();
|
|
||||||
|
|
||||||
// Godot boilerplate below
|
// Godot boilerplate below
|
||||||
protected:
|
protected:
|
||||||
@@ -203,9 +185,6 @@ public:
|
|||||||
|
|
||||||
void set_input_axes(const TypedArray<InputAxis> input_axes) { this->input_axes = input_axes; }
|
void set_input_axes(const TypedArray<InputAxis> input_axes) { this->input_axes = input_axes; }
|
||||||
TypedArray<InputAxis> get_input_axes() const { return this->input_axes; }
|
TypedArray<InputAxis> get_input_axes() const { return this->input_axes; }
|
||||||
|
|
||||||
Ref<InputAction> find_input_action(const StringName &name) const;
|
|
||||||
Ref<InputAxis> find_input_axis(const StringName &name) const;
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
TypedArray<InputAction> input_actions;
|
TypedArray<InputAction> input_actions;
|
||||||
@@ -218,9 +197,6 @@ protected:
|
|||||||
{ // input_actions, input_axes
|
{ // input_actions, input_axes
|
||||||
ADD_GETTER_SETTER_HINTED(InputResource, input_actions, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "InputAction"));
|
ADD_GETTER_SETTER_HINTED(InputResource, input_actions, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "InputAction"));
|
||||||
ADD_GETTER_SETTER_HINTED(InputResource, input_axes, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "InputAxis"));
|
ADD_GETTER_SETTER_HINTED(InputResource, input_axes, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "InputAxis"));
|
||||||
|
|
||||||
BIND_METHOD_1PARAM(InputResource, find_input_action, name);
|
|
||||||
BIND_METHOD_1PARAM(InputResource, find_input_axis, name);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
{ // update
|
{ // update
|
||||||
|
|||||||
@@ -22,7 +22,9 @@ GDSINGLETON_CPP(InputHandler);
|
|||||||
void InputHandler::_process(double delta)
|
void InputHandler::_process(double delta)
|
||||||
{
|
{
|
||||||
for (InputResource *resource : this->active_resources)
|
for (InputResource *resource : this->active_resources)
|
||||||
|
{
|
||||||
resource->update_axes(delta);
|
resource->update_axes(delta);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void InputHandler::_input(const Ref<InputEvent> &event)
|
void InputHandler::_input(const Ref<InputEvent> &event)
|
||||||
@@ -30,12 +32,16 @@ void InputHandler::_input(const Ref<InputEvent> &event)
|
|||||||
for (InputResource *resource : this->active_resources)
|
for (InputResource *resource : this->active_resources)
|
||||||
{
|
{
|
||||||
if (event->is_action_type())
|
if (event->is_action_type())
|
||||||
|
{
|
||||||
resource->update_buttons(event, this->get_process_delta_time());
|
resource->update_buttons(event, this->get_process_delta_time());
|
||||||
|
}
|
||||||
else if (const InputEventMouseMotion *mouse_event = cast_to<InputEventMouseMotion>(event.ptr()))
|
else if (const InputEventMouseMotion *mouse_event = cast_to<InputEventMouseMotion>(event.ptr()))
|
||||||
{
|
{
|
||||||
const Input *input = Input::get_singleton();
|
const Input *input = Input::get_singleton();
|
||||||
if (input->get_mouse_mode() != Input::MOUSE_MODE_VISIBLE)
|
if (input->get_mouse_mode() != Input::MOUSE_MODE_VISIBLE)
|
||||||
|
{
|
||||||
resource->update_axes_mouse_event(event, this->get_process_delta_time());
|
resource->update_axes_mouse_event(event, this->get_process_delta_time());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -46,54 +52,55 @@ void InputHandler::add_input_resource(Node *target, InputResource *resource)
|
|||||||
const TypedArray<InputAction> &input_actions = resource->get_input_actions();
|
const TypedArray<InputAction> &input_actions = resource->get_input_actions();
|
||||||
const TypedArray<InputAxis> &input_axes = resource->get_input_axes();
|
const TypedArray<InputAxis> &input_axes = resource->get_input_axes();
|
||||||
|
|
||||||
for (uint8_t i = 0; i < input_actions.size(); i++)
|
for(uint8_t i = 0; i < input_actions.size(); i++)
|
||||||
{
|
{
|
||||||
if (const InputAction *action = cast_to<InputAction>(input_actions[i]))
|
if (const InputAction *action = cast_to<InputAction>(input_actions[i]))
|
||||||
{
|
{
|
||||||
if (!input_map->has_action(action->get_action_name()))
|
if (!input_map->has_action(action->get_action_name()))
|
||||||
input_map->add_action(action->get_action_name(), action->get_deadzone());
|
|
||||||
|
|
||||||
for (uint8_t s = 0; s < 2; s++)
|
|
||||||
{
|
{
|
||||||
const StringName callback_name = StringName("_on_") + action->get_action_name() + this->input_action_suffixes[s];
|
input_map->add_action(action->get_action_name(), action->get_deadzone());
|
||||||
if (target->has_method(callback_name))
|
}
|
||||||
|
|
||||||
|
for(uint8_t s = 0; s < 2; s++)
|
||||||
|
{
|
||||||
|
const StringName signal_name = StringName("_on_") + action->get_action_name() + this->input_action_suffixes[s];
|
||||||
|
if (target->has_method(signal_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);
|
|
||||||
|
|
||||||
const TypedArray<InputEvent> &events = action->get_input_events();
|
const TypedArray<InputEvent> &events = action->get_input_events();
|
||||||
|
if (!resource->has_signal(signal_name))
|
||||||
|
{
|
||||||
|
resource->add_user_signal(signal_name);
|
||||||
|
}
|
||||||
for (uint8_t e = 0; e < events.size(); e++)
|
for (uint8_t e = 0; e < events.size(); e++)
|
||||||
{
|
{
|
||||||
const Ref<InputEvent> &event = events[e];
|
const Ref<InputEvent> &event = events[e];
|
||||||
input_map->action_add_event(action->get_action_name(), event);
|
input_map->action_add_event(action->get_action_name(), event);
|
||||||
}
|
}
|
||||||
|
resource->connect(signal_name, Callable(target, signal_name));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (uint8_t i = 0; i < input_axes.size(); i++)
|
for(uint8_t i = 0; i < input_axes.size(); i++)
|
||||||
{
|
{
|
||||||
if (const InputAxis *axis = cast_to<InputAxis>(input_axes[i]))
|
if (const InputAxis *axis = cast_to<InputAxis>(input_axes[i]))
|
||||||
{
|
{
|
||||||
const uint8_t &axis_dimensions = axis->get_axis_dimensions();
|
const uint8_t &axis_dimensions = axis->get_axis_dimensions();
|
||||||
|
|
||||||
for (uint8_t s = 0; s <= axis_dimensions; s++)
|
for(uint8_t s = 0; s <= axis_dimensions; s++)
|
||||||
{
|
{
|
||||||
const StringName callback_name = StringName("_on_") + axis->get_axis_name() + this->input_axis_suffixes[s];
|
const StringName signal_name = StringName("_on_") + axis->get_axis_name() + this->input_axis_suffixes[s];
|
||||||
if (target->has_method(callback_name))
|
if (!resource->has_signal(signal_name))
|
||||||
{
|
{
|
||||||
const StringName signal_name = callback_name + INPUTHANDLER_SUFFIX_SIGNAL;
|
resource->add_user_signal(signal_name);
|
||||||
if (!resource->has_signal(signal_name)) resource->add_user_signal(signal_name);
|
}
|
||||||
const Callable &callable = Callable(target, callback_name);
|
if (target->has_method(signal_name))
|
||||||
if (!resource->is_connected(signal_name, callable)) resource->connect(signal_name, callable);
|
{
|
||||||
|
resource->connect(signal_name, Callable(target, signal_name));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const StringName &axis_name = axis->get_axis_name();
|
const StringName &axis_name = axis->get_axis_name();
|
||||||
const float &deadzone = axis->get_deadzone();
|
const float &deadzone = axis->get_deadzone();
|
||||||
if (axis_dimensions >= InputAxis::AXIS_DIMENSIONS::ONE)
|
if (axis_dimensions >= InputAxis::AXIS_DIMENSIONS::ONE)
|
||||||
@@ -102,7 +109,7 @@ void InputHandler::add_input_resource(Node *target, InputResource *resource)
|
|||||||
const StringName &right_axis_action = axis_name + INPUTAXIS_RIGHT_SUFFIX;
|
const StringName &right_axis_action = axis_name + INPUTAXIS_RIGHT_SUFFIX;
|
||||||
if (!input_map->has_action(left_axis_action)) input_map->add_action(left_axis_action, deadzone);
|
if (!input_map->has_action(left_axis_action)) input_map->add_action(left_axis_action, deadzone);
|
||||||
if (!input_map->has_action(right_axis_action)) input_map->add_action(right_axis_action, deadzone);
|
if (!input_map->has_action(right_axis_action)) input_map->add_action(right_axis_action, deadzone);
|
||||||
|
|
||||||
const TypedArray<InputAxis2D> &left_right_events = axis->get_left_right_events();
|
const TypedArray<InputAxis2D> &left_right_events = axis->get_left_right_events();
|
||||||
for(uint8_t e = 0; e < left_right_events.size(); e++)
|
for(uint8_t e = 0; e < left_right_events.size(); e++)
|
||||||
{
|
{
|
||||||
@@ -118,7 +125,7 @@ void InputHandler::add_input_resource(Node *target, InputResource *resource)
|
|||||||
const StringName &forward_axis_action = axis_name + INPUTAXIS_FORWARD_SUFFIX;
|
const StringName &forward_axis_action = axis_name + INPUTAXIS_FORWARD_SUFFIX;
|
||||||
if (!input_map->has_action(back_axis_action)) input_map->add_action(back_axis_action, deadzone);
|
if (!input_map->has_action(back_axis_action)) input_map->add_action(back_axis_action, deadzone);
|
||||||
if (!input_map->has_action(forward_axis_action)) input_map->add_action(forward_axis_action, deadzone);
|
if (!input_map->has_action(forward_axis_action)) input_map->add_action(forward_axis_action, deadzone);
|
||||||
|
|
||||||
const TypedArray<InputAxis2D> &forward_back_events = axis->get_forward_back_events();
|
const TypedArray<InputAxis2D> &forward_back_events = axis->get_forward_back_events();
|
||||||
for(uint8_t e = 0; e < forward_back_events.size(); e++)
|
for(uint8_t e = 0; e < forward_back_events.size(); e++)
|
||||||
{
|
{
|
||||||
@@ -134,7 +141,7 @@ void InputHandler::add_input_resource(Node *target, InputResource *resource)
|
|||||||
const StringName &up_axis_action = axis_name + INPUTAXIS_UP_SUFFIX;
|
const StringName &up_axis_action = axis_name + INPUTAXIS_UP_SUFFIX;
|
||||||
if (!input_map->has_action(down_axis_action)) input_map->add_action(down_axis_action, deadzone);
|
if (!input_map->has_action(down_axis_action)) input_map->add_action(down_axis_action, deadzone);
|
||||||
if (!input_map->has_action(up_axis_action)) input_map->add_action(up_axis_action, deadzone);
|
if (!input_map->has_action(up_axis_action)) input_map->add_action(up_axis_action, deadzone);
|
||||||
|
|
||||||
const TypedArray<InputAxis2D> &up_down_events = axis->get_up_down_events();
|
const TypedArray<InputAxis2D> &up_down_events = axis->get_up_down_events();
|
||||||
for(uint8_t e = 0; e < up_down_events.size(); e++)
|
for(uint8_t e = 0; e < up_down_events.size(); e++)
|
||||||
{
|
{
|
||||||
@@ -143,120 +150,66 @@ void InputHandler::add_input_resource(Node *target, InputResource *resource)
|
|||||||
input_map->action_add_event(up_axis_action, up_down_event->get_positive());
|
input_map->action_add_event(up_axis_action, up_down_event->get_positive());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (axis->get_include_mouse())
|
if (axis->get_include_mouse())
|
||||||
{
|
{
|
||||||
|
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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
this->active_resources.insert(resource);
|
this->active_resources.insert(resource);
|
||||||
|
|
||||||
const StringName &input_resource_method = target->get_name() + StringName("_") + resource->get_path();
|
const StringName input_resource_method = target->get_name() + StringName("_") + resource->get_path();
|
||||||
if (this->bound_remove_methods.find(input_resource_method) == this->bound_remove_methods.end())
|
if (this->bound_remove_methods.find(input_resource_method) == this->bound_remove_methods.end())
|
||||||
{
|
{
|
||||||
MethodBind *bind = ClassDB::bind_method(input_resource_method, &InputHandler::remove_input_resource);
|
MethodBind *bind = ClassDB::bind_method(input_resource_method, &InputHandler::remove_input_resource);
|
||||||
this->bound_remove_methods.emplace(input_resource_method, bind);
|
this->bound_remove_methods.emplace(input_resource_method, bind);
|
||||||
}
|
}
|
||||||
|
target->connect("tree_exiting", Callable(this, input_resource_method).bind(target, resource), CONNECT_ONE_SHOT);
|
||||||
const Callable &callable = Callable(this, input_resource_method);
|
|
||||||
if (!target->is_connected("tree_exiting", callable))
|
|
||||||
target->connect("tree_exiting", callable.bind(target, resource), CONNECT_ONE_SHOT);
|
|
||||||
}
|
}
|
||||||
void InputHandler::_enable_mouse_capture()
|
void InputHandler::_enable_mouse_capture()
|
||||||
{
|
{
|
||||||
this->mouse_input_counter++;
|
Input *input = Input::get_singleton();
|
||||||
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
|
input->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
|
||||||
}
|
}
|
||||||
|
|
||||||
void InputHandler::remove_input_resource(Node *target, InputResource *resource)
|
void InputHandler::remove_input_resource(Node *target, InputResource *resource)
|
||||||
{
|
{
|
||||||
Input *input = Input::get_singleton();
|
|
||||||
InputMap *input_map = InputMap::get_singleton();
|
InputMap *input_map = InputMap::get_singleton();
|
||||||
const TypedArray<InputAction> &input_actions = resource->get_input_actions();
|
const TypedArray<InputAction> &input_actions = resource->get_input_actions();
|
||||||
const TypedArray<InputAxis> &input_axes = resource->get_input_axes();
|
const TypedArray<InputAxis> &input_axes = resource->get_input_axes();
|
||||||
|
|
||||||
for (uint8_t i = 0; i < input_actions.size(); i++)
|
for(uint8_t i = 0; i < input_actions.size(); i++)
|
||||||
{
|
{
|
||||||
if (const InputAction *action = cast_to<InputAction>(input_actions[i]))
|
if (const InputAction *action = cast_to<InputAction>(input_actions[i]))
|
||||||
{
|
{
|
||||||
input->action_release(action->get_action_name());
|
|
||||||
input_map->action_erase_events(action->get_action_name());
|
input_map->action_erase_events(action->get_action_name());
|
||||||
|
for(uint8_t s = 0; s < 2; s++)
|
||||||
const StringName &name_prefix = StringName("_on_") + action->get_action_name();
|
|
||||||
|
|
||||||
const StringName &callback_name_pressed = name_prefix + input_action_suffixes[0];
|
|
||||||
const StringName &signal_name_pressed = callback_name_pressed + INPUTHANDLER_SUFFIX_SIGNAL;
|
|
||||||
const Callable &callable_pressed = Callable(target, callback_name_pressed);
|
|
||||||
if (resource->has_signal(signal_name_pressed) && resource->is_connected(signal_name_pressed, callable_pressed))
|
|
||||||
resource->disconnect(signal_name_pressed, callable_pressed);
|
|
||||||
|
|
||||||
const StringName &callback_name_released = name_prefix + input_action_suffixes[1];
|
|
||||||
const StringName &signal_name_released = callback_name_released + INPUTHANDLER_SUFFIX_SIGNAL;
|
|
||||||
const Callable &callable_released = Callable(target, callback_name_released);
|
|
||||||
if (target->has_method(callback_name_released))
|
|
||||||
{
|
{
|
||||||
target->call(callback_name_released);
|
const StringName signal_name = StringName("_on_") + action->get_action_name() + input_action_suffixes[s];
|
||||||
if (resource->has_signal(signal_name_released) && resource->is_connected(signal_name_released, callable_released))
|
if (target->has_method(signal_name))
|
||||||
resource->disconnect(signal_name_released, callable_released);
|
{
|
||||||
|
resource->disconnect(signal_name, Callable(target, signal_name));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (uint8_t i = 0; i < input_axes.size(); i++)
|
for(uint8_t i = 0; i < input_axes.size(); i++)
|
||||||
{
|
{
|
||||||
if (const InputAxis *axis = cast_to<InputAxis>(input_axes[i]))
|
if (const InputAxis *axis = cast_to<InputAxis>(input_axes[i]))
|
||||||
{
|
{
|
||||||
const StringName &callback_name_one = StringName("_on_") + axis->get_axis_name() + this->input_axis_suffixes[0];
|
for(uint8_t s = 0; s < 3; s++)
|
||||||
const StringName &signal_name_one = callback_name_one + INPUTHANDLER_SUFFIX_SIGNAL;
|
|
||||||
if (target->has_method(callback_name_one))
|
|
||||||
{
|
{
|
||||||
if (resource->has_signal(signal_name_one))
|
const StringName signal_name = StringName("_on_") + axis->get_axis_name() + this->input_axis_suffixes[s];
|
||||||
resource->disconnect(signal_name_one, Callable(target, callback_name_one));
|
if (target->has_method(signal_name))
|
||||||
if (target->has_method(callback_name_one))
|
{
|
||||||
target->call(callback_name_one, this->get_process_delta_time(), 0.0f);
|
resource->disconnect(signal_name, Callable(target, signal_name));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const StringName &callback_name_two = StringName("_on_") + axis->get_axis_name() + this->input_axis_suffixes[1];
|
|
||||||
const StringName &signal_name_two = callback_name_two + INPUTHANDLER_SUFFIX_SIGNAL;
|
|
||||||
if (target->has_method(callback_name_two))
|
|
||||||
{
|
|
||||||
if (resource->has_signal(signal_name_two))
|
|
||||||
resource->disconnect(signal_name_two, Callable(target, callback_name_two));
|
|
||||||
if (target->has_method(callback_name_two))
|
|
||||||
target->call(callback_name_two, this->get_process_delta_time(), Vector2(0.0f, 0.0f));
|
|
||||||
}
|
|
||||||
|
|
||||||
const StringName &callback_name_three = StringName("_on_") + axis->get_axis_name() + this->input_axis_suffixes[2];
|
|
||||||
const StringName &signal_name_three = callback_name_three + INPUTHANDLER_SUFFIX_SIGNAL;
|
|
||||||
if (target->has_method(callback_name_three))
|
|
||||||
{
|
|
||||||
if (resource->has_signal(signal_name_three))
|
|
||||||
resource->disconnect(signal_name_three, Callable(target, 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));
|
|
||||||
}
|
|
||||||
|
|
||||||
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
|
||||||
* to cause inputs to stick if an input resource is removed while
|
* to cause inputs to stick if an input resource is removed while
|
||||||
@@ -264,58 +217,48 @@ void InputHandler::remove_input_resource(Node *target, InputResource *resource)
|
|||||||
* side effects, but I'm keeping it commented here in case there
|
* side effects, but I'm keeping it commented here in case there
|
||||||
* turns out to be a reason to put it back later.
|
* turns out to be a reason to put it back later.
|
||||||
*/
|
*/
|
||||||
const StringName &axis_name = axis->get_axis_name();
|
// const StringName &axis_name = axis->get_axis_name();
|
||||||
const uint8_t &axis_dimensions = axis->get_axis_dimensions();
|
// const uint8_t &axis_dimensions = axis->get_axis_dimensions();
|
||||||
if (axis_dimensions >= InputAxis::AXIS_DIMENSIONS::ONE)
|
// const float &deadzone = axis->get_deadzone();
|
||||||
{
|
// if (axis_dimensions >= InputAxis::AXIS_DIMENSIONS::ONE)
|
||||||
const StringName &left_axis_action = axis_name + INPUTAXIS_LEFT_SUFFIX;
|
// {
|
||||||
const StringName &right_axis_action = axis_name + INPUTAXIS_RIGHT_SUFFIX;
|
// const StringName &left_axis_action = axis_name + INPUTAXIS_LEFT_SUFFIX;
|
||||||
|
// const StringName &right_axis_action = axis_name + INPUTAXIS_RIGHT_SUFFIX;
|
||||||
input->action_release(left_axis_action);
|
|
||||||
input->action_release(right_axis_action);
|
// input_map->action_erase_events(left_axis_action);
|
||||||
|
// input_map->action_erase_events(right_axis_action);
|
||||||
input_map->action_erase_events(left_axis_action);
|
// }
|
||||||
input_map->action_erase_events(right_axis_action);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (axis_dimensions >= InputAxis::AXIS_DIMENSIONS::TWO)
|
// if (axis_dimensions >= InputAxis::AXIS_DIMENSIONS::TWO)
|
||||||
{
|
// {
|
||||||
const StringName &back_axis_action = axis_name + INPUTAXIS_BACK_SUFFIX;
|
// const StringName &back_axis_action = axis_name + INPUTAXIS_BACK_SUFFIX;
|
||||||
const StringName &forward_axis_action = axis_name + INPUTAXIS_FORWARD_SUFFIX;
|
// const StringName &forward_axis_action = axis_name + INPUTAXIS_FORWARD_SUFFIX;
|
||||||
|
|
||||||
input->action_release(back_axis_action);
|
// input_map->action_erase_events(back_axis_action);
|
||||||
input->action_release(forward_axis_action);
|
// input_map->action_erase_events(forward_axis_action);
|
||||||
|
// }
|
||||||
input_map->action_erase_events(back_axis_action);
|
|
||||||
input_map->action_erase_events(forward_axis_action);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (axis_dimensions >= InputAxis::AXIS_DIMENSIONS::THREE)
|
|
||||||
{
|
|
||||||
const StringName &down_axis_action = axis_name + INPUTAXIS_DOWN_SUFFIX;
|
|
||||||
const StringName &up_axis_action = axis_name + INPUTAXIS_UP_SUFFIX;
|
|
||||||
|
|
||||||
input->action_release(down_axis_action);
|
|
||||||
input->action_release(up_axis_action);
|
|
||||||
|
|
||||||
input_map->action_erase_events(down_axis_action);
|
|
||||||
input_map->action_erase_events(up_axis_action);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
// if (axis_dimensions >= InputAxis::AXIS_DIMENSIONS::THREE)
|
||||||
|
// {
|
||||||
|
// const StringName &down_axis_action = axis_name + INPUTAXIS_DOWN_SUFFIX;
|
||||||
|
// const StringName &up_axis_action = axis_name + INPUTAXIS_UP_SUFFIX;
|
||||||
|
|
||||||
|
// input_map->action_erase_events(down_axis_action);
|
||||||
|
// input_map->action_erase_events(up_axis_action);
|
||||||
|
// }
|
||||||
|
|
||||||
if (axis->get_include_mouse())
|
if (axis->get_include_mouse())
|
||||||
{
|
{
|
||||||
|
Engine *engine = Engine::get_singleton();
|
||||||
this->call_deferred("_disable_mouse_capture");
|
this->call_deferred("_disable_mouse_capture");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
this->active_resources.erase(resource);
|
this->active_resources.erase(resource);
|
||||||
}
|
}
|
||||||
void InputHandler::_disable_mouse_capture()
|
void InputHandler::_disable_mouse_capture()
|
||||||
{
|
{
|
||||||
mouse_input_counter--;
|
Input *input = Input::get_singleton();
|
||||||
if (mouse_input_counter <= 0)
|
input->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
|
||||||
{
|
|
||||||
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -39,8 +39,6 @@ private:
|
|||||||
const StringName input_axis_suffixes[3] = { INPUTAXIS_ONE_DIMENSIONAL_SUFFIX, INPUTAXIS_TWO_DIMENSIONAL_SUFFIX, INPUTAXIS_THREE_DIMENSIONAL_SUFFIX };
|
const StringName input_axis_suffixes[3] = { INPUTAXIS_ONE_DIMENSIONAL_SUFFIX, INPUTAXIS_TWO_DIMENSIONAL_SUFFIX, INPUTAXIS_THREE_DIMENSIONAL_SUFFIX };
|
||||||
|
|
||||||
std::map<const StringName, MethodBind*> bound_remove_methods;
|
std::map<const StringName, MethodBind*> bound_remove_methods;
|
||||||
|
|
||||||
int8_t mouse_input_counter = 0;
|
|
||||||
|
|
||||||
// Godot boilerplate below
|
// Godot boilerplate below
|
||||||
protected:
|
protected:
|
||||||
|
|||||||
@@ -165,10 +165,9 @@ 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)
|
||||||
{
|
{
|
||||||
PRINT_ERROR("SceneLoader", "Scene ", path, " does not exist.");
|
UtilityFunctions::printerr("Scene ", path, " does not exist.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user