Compare commits
58 commits
archive/v1
...
developmen
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82f2cae0f6 |
6
.dir-locals.el
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
((c++-mode . ((mode . clang-format-on-save)))
|
||||
(c-mode . ((mode . c++)))
|
||||
(nil . ((projectile-project-compilation-cmd . "just build")
|
||||
(projectile-project-run-cmd . "engine/bin/godot.linuxbsd.editor.dev.x86_64.llvm --path project")
|
||||
(projectile-project-configure-cmd . "engine/bin/godot.linuxbsd.editor.dev.x86_64.llvm --path project -e")
|
||||
(projectile-project-test-cmd . "engine/bin/godot.linuxbsd.editor.dev.x86.llvm --path project"))))
|
||||
10
.gitignore
vendored
|
|
@ -5,16 +5,18 @@
|
|||
# When configure fails, SCons outputs these
|
||||
config.log
|
||||
.sconf_temp
|
||||
.config
|
||||
|
||||
# build artefacts
|
||||
.cache/
|
||||
# build artifacts
|
||||
*.o
|
||||
compile_commands.json
|
||||
|
||||
engine/.github
|
||||
project/.godot
|
||||
build/authority.pck
|
||||
build/authority.x86_64
|
||||
build/authority.exe
|
||||
build.zip
|
||||
|
||||
# general-purpose cache folder (used by e.g clangd)
|
||||
.cache
|
||||
|
||||
__pycache__
|
||||
|
|
|
|||
BIN
assets/textures/props/grass_a.kra
Normal file
BIN
assets/textures/props/grass_a.kra~
Normal file
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|
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Before Width: | Height: | Size: 6 KiB |
2
engine
|
|
@ -1 +1 @@
|
|||
Subproject commit e531f3eb7b13a9adaaf5b15ac9b3aebc4c2030cd
|
||||
Subproject commit 6b76a5a8dc011723033cc8ad2ba3da345daab039
|
||||
3
justfile
|
|
@ -37,9 +37,8 @@ release-windows: build
|
|||
initialize-template projectname:
|
||||
# Initializing Template {{projectname}}
|
||||
sed -i -e "s/PROJECT/{{projectname}}/g" ./modules/PROJECT/register_types.h ./modules/PROJECT/register_types.cpp ./project/project.godot ./project/export_presets.cfg .gitignore
|
||||
sed "s/change_me/{{projectname}}/" ./justfile
|
||||
sed -i -e "s/authority/{{projectname}}/" ./justfile
|
||||
mv ./modules/PROJECT ./modules/{{projectname}}
|
||||
# Done Initializing, you will still have to update BUILD_NAME in your justfile
|
||||
|
||||
format:
|
||||
# Formatting Custom Modules
|
||||
|
|
|
|||
|
|
@ -1,81 +0,0 @@
|
|||
#include "actor_body.h"
|
||||
#include "core/config/engine.h"
|
||||
#include "core/object/object.h"
|
||||
#include "macros.h"
|
||||
|
||||
void ActorBody::_bind_methods() {
|
||||
BIND_HPROPERTY(Variant::FLOAT, movement_speed, PROPERTY_HINT_RANGE, "0.0,20.0");
|
||||
}
|
||||
|
||||
void ActorBody::physics_process(double delta) {
|
||||
if (this->teleport_on_process) {
|
||||
set_global_position(this->teleport_target);
|
||||
this->teleport_on_process = false;
|
||||
force_update_transform();
|
||||
}
|
||||
set_velocity(get_movement_direction() * this->movement_speed);
|
||||
move_and_slide();
|
||||
}
|
||||
|
||||
void ActorBody::_notification(int what) {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
set_physics_process(true);
|
||||
set_as_top_level(true);
|
||||
case NOTIFICATION_PHYSICS_PROCESS:
|
||||
physics_process(get_physics_process_delta_time());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void ActorBody::set_movement_direction(Vector3 direction) {
|
||||
this->mode = Direction;
|
||||
this->movement_vector = Vector3(direction.x, 0.f, direction.z).normalized();
|
||||
}
|
||||
|
||||
Vector3 ActorBody::get_movement_direction() const {
|
||||
switch (this->mode) {
|
||||
case Position: {
|
||||
Vector3 const direction_3d{ get_global_position().direction_to(get_movement_target()) };
|
||||
return Vector3{ direction_3d.x, 0.f, direction_3d.z };
|
||||
} break;
|
||||
case Direction:
|
||||
return this->movement_vector;
|
||||
}
|
||||
}
|
||||
|
||||
void ActorBody::set_movement_target(Vector3 location) {
|
||||
this->mode = Position;
|
||||
this->movement_vector = { location.x, 0.f, location.z };
|
||||
}
|
||||
|
||||
Vector3 ActorBody::get_movement_target() const {
|
||||
switch (this->mode) {
|
||||
case Position:
|
||||
return this->movement_vector;
|
||||
case Direction:
|
||||
return get_global_position() + this->movement_vector;
|
||||
}
|
||||
}
|
||||
|
||||
void ActorBody::teleport(Vector3 target) {
|
||||
this->teleport_target = target;
|
||||
this->teleport_on_process = true;
|
||||
}
|
||||
|
||||
void ActorBody::set_movement_speed(float speed) {
|
||||
this->movement_speed = speed;
|
||||
}
|
||||
|
||||
float ActorBody::get_movement_speed() const {
|
||||
return this->movement_speed;
|
||||
}
|
||||
|
||||
ActorBody::MovementMode ActorBody::get_movement_mode() const {
|
||||
return this->mode;
|
||||
}
|
||||
|
|
@ -1,37 +0,0 @@
|
|||
#ifndef ACTOR_BODY_H
|
||||
#define ACTOR_BODY_H
|
||||
|
||||
#include "scene/3d/physics/character_body_3d.h"
|
||||
|
||||
class ActorBody : public CharacterBody3D {
|
||||
GDCLASS(ActorBody, CharacterBody3D);
|
||||
static void _bind_methods();
|
||||
void physics_process(double delta);
|
||||
|
||||
public:
|
||||
// support both directional and positional movement modes
|
||||
enum MovementMode {
|
||||
Direction,
|
||||
Position
|
||||
};
|
||||
void _notification(int what);
|
||||
|
||||
void set_movement_direction(Vector3 direction);
|
||||
Vector3 get_movement_direction() const;
|
||||
void set_movement_target(Vector3 location);
|
||||
Vector3 get_movement_target() const;
|
||||
void teleport(Vector3 target);
|
||||
|
||||
void set_movement_speed(float speed);
|
||||
float get_movement_speed() const;
|
||||
MovementMode get_movement_mode() const;
|
||||
|
||||
private:
|
||||
float movement_speed{ 3.f };
|
||||
Vector3 movement_vector{ 0.f, 0.f, 0.f };
|
||||
MovementMode mode{ Direction };
|
||||
bool teleport_on_process{ false };
|
||||
Vector3 teleport_target{};
|
||||
};
|
||||
|
||||
#endif //! ACTOR_BODY_H
|
||||
155
modules/authority/character.cpp
Normal file
|
|
@ -0,0 +1,155 @@
|
|||
#include "character.h"
|
||||
#include "core/config/engine.h"
|
||||
#include "macros.h"
|
||||
|
||||
void CharacterData::_bind_methods() {
|
||||
BIND_PROPERTY(Variant::FLOAT, speed);
|
||||
}
|
||||
|
||||
void Character::_bind_methods() {
|
||||
BIND_HPROPERTY(Variant::OBJECT, data, PROPERTY_HINT_RESOURCE_TYPE, "CharacterData");
|
||||
}
|
||||
|
||||
void Character::physics_process(double delta) {
|
||||
Vector3 const velocity{ get_velocity() };
|
||||
Vector3 new_velocity{ velocity };
|
||||
new_velocity.x = this->world_movement_direction.x;
|
||||
new_velocity.z = this->world_movement_direction.y;
|
||||
set_velocity(new_velocity);
|
||||
if (!velocity.is_zero_approx()) {
|
||||
move_and_slide();
|
||||
}
|
||||
}
|
||||
|
||||
void Character::_notification(int what) {
|
||||
if (Engine::get_singleton()->is_editor_hint() || !this->data.is_valid()) {
|
||||
return;
|
||||
}
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
set_physics_process(true);
|
||||
return;
|
||||
case NOTIFICATION_PHYSICS_PROCESS:
|
||||
physics_process(get_physics_process_delta_time());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
PackedStringArray Character::get_configuration_warnings() const {
|
||||
PackedStringArray warnings{ super_type::get_configuration_warnings() };
|
||||
if (this->data.is_null()) {
|
||||
warnings.push_back("Character requires 'data' to be initialised. To avoid crashes consider adding a placeholder if you intend to programmatically initialise it.");
|
||||
}
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void Character::set_movement(Vector2 movement) {
|
||||
this->world_movement_direction = movement;
|
||||
}
|
||||
|
||||
bool Character::is_moving() const {
|
||||
return !this->world_movement_direction.is_zero_approx();
|
||||
}
|
||||
|
||||
void CharacterState::_bind_methods() {
|
||||
BIND_PROPERTY(Variant::BOOL, start_active);
|
||||
}
|
||||
|
||||
void CharacterState::_notification(int what) {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_ENTER_TREE:
|
||||
this->character = cast_to<Character>(get_parent());
|
||||
ERR_FAIL_COND_EDMSG(this->character == nullptr, "CharacterState requires parent to be of type Character");
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
if (start_active) {
|
||||
callable_mp(this, &self_type::set_state_active).call_deferred(true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
PackedStringArray CharacterState::get_configuration_warnings() const {
|
||||
PackedStringArray warnings{ super_type::get_configuration_warnings() };
|
||||
if (cast_to<Character>(get_parent()) == nullptr) {
|
||||
warnings.push_back("CharacterState requires direct Character parent");
|
||||
}
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void CharacterState::switch_to_state(String value) {
|
||||
if (!this->state_active) {
|
||||
print_error(vformat("Attempt to switch from inactive state %s to new state %s", get_path(), value));
|
||||
return;
|
||||
}
|
||||
set_state_active(false);
|
||||
stack_state_independent(value);
|
||||
}
|
||||
|
||||
void CharacterState::stack_state_dependent(String value) {
|
||||
if (!this->state_active) {
|
||||
print_error(vformat("Attempt to stack dependent state %s from inactive state %s", value, get_path()));
|
||||
return;
|
||||
}
|
||||
Node *node{ get_parent()->get_node(value) };
|
||||
if (CharacterState * state{ cast_to<CharacterState>(node) }) {
|
||||
state->depending_state = this;
|
||||
this->dependent_states.insert(state);
|
||||
state->set_state_active(true);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterState::notify_dependent_inactive(CharacterState *state) {
|
||||
if (!this->state_active) {
|
||||
print_error(vformat("Received notification that dependent state %s became inactive, while depending state %s was inactive", state->get_path(), get_path()));
|
||||
return;
|
||||
}
|
||||
this->dependent_states.erase(state);
|
||||
}
|
||||
|
||||
void CharacterState::stack_state_independent(String value) {
|
||||
if (!this->state_active) {
|
||||
print_error(vformat("Attempt to stack state %s from inactive state %s", value, get_path()));
|
||||
return;
|
||||
}
|
||||
Node *node{ get_parent()->get_node(value) };
|
||||
if (CharacterState * state{ cast_to<CharacterState>(node) }) {
|
||||
state->set_state_active(true);
|
||||
} else {
|
||||
print_error(vformat("Attempt to stack nonexistent state %s from %s", value, get_path()));
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterState::set_state_active(bool active) {
|
||||
if (this->state_active != active) {
|
||||
this->state_active = active;
|
||||
if (active) {
|
||||
state_entered();
|
||||
} else {
|
||||
state_exited();
|
||||
if (this->depending_state && this->depending_state->state_active) {
|
||||
this->depending_state->notify_dependent_inactive(this);
|
||||
}
|
||||
this->depending_state = nullptr;
|
||||
for (CharacterState *state : this->dependent_states) {
|
||||
state->set_state_active(false);
|
||||
}
|
||||
this->dependent_states.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CharacterState::get_state_active() const {
|
||||
return this->state_active;
|
||||
}
|
||||
|
||||
Character *CharacterState::get_character() const {
|
||||
return this->character;
|
||||
}
|
||||
69
modules/authority/character.h
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
#pragma once
|
||||
|
||||
#include "core/io/resource.h"
|
||||
#include "core/templates/hash_set.h"
|
||||
#include "macros.h"
|
||||
#include "scene/3d/physics/character_body_3d.h"
|
||||
|
||||
class CharacterData : public Resource {
|
||||
GDCLASS(CharacterData, Resource);
|
||||
static void _bind_methods();
|
||||
|
||||
private:
|
||||
float speed{};
|
||||
|
||||
public:
|
||||
GET_SET_FNS(float, speed);
|
||||
};
|
||||
|
||||
class Character : public CharacterBody3D {
|
||||
GDCLASS(Character, CharacterBody3D);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
void physics_process(double delta);
|
||||
void _notification(int what);
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
public:
|
||||
void set_movement(Vector2 movement);
|
||||
bool is_moving() const;
|
||||
|
||||
private:
|
||||
Ref<CharacterData> data{};
|
||||
Vector2 world_movement_direction{};
|
||||
|
||||
public:
|
||||
GET_SET_FNS(Ref<CharacterData>, data);
|
||||
};
|
||||
|
||||
class CharacterState : public Node {
|
||||
GDCLASS(CharacterState, Node);
|
||||
static void _bind_methods();
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
void switch_to_state(String state);
|
||||
void stack_state_dependent(String state);
|
||||
void notify_dependent_inactive(CharacterState *dependent);
|
||||
void stack_state_independent(String state);
|
||||
virtual void state_entered() {}
|
||||
virtual void state_exited() {}
|
||||
|
||||
public:
|
||||
void set_state_active(bool active);
|
||||
bool get_state_active() const;
|
||||
Character *get_character() const;
|
||||
|
||||
private:
|
||||
bool start_active{ false };
|
||||
bool state_active{ false };
|
||||
|
||||
Character *character{ nullptr };
|
||||
HashSet<CharacterState *> dependent_states{};
|
||||
CharacterState *depending_state{ nullptr };
|
||||
|
||||
public:
|
||||
GET_SET_FNS(bool, start_active);
|
||||
};
|
||||
|
|
@ -1,18 +0,0 @@
|
|||
#include "game_state.h"
|
||||
#include "macros.h"
|
||||
|
||||
GameState *GameState::singleton_instance{ nullptr };
|
||||
|
||||
void GameState::_bind_methods() {}
|
||||
|
||||
GameState::GameState() {
|
||||
self_type::singleton_instance = this;
|
||||
}
|
||||
|
||||
GameState::~GameState() {
|
||||
self_type::singleton_instance = nullptr;
|
||||
}
|
||||
|
||||
GameState *GameState::get_singleton() {
|
||||
return self_type::singleton_instance;
|
||||
}
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
#ifndef GAME_STATE_H
|
||||
#define GAME_STATE_H
|
||||
|
||||
#include "core/object/class_db.h"
|
||||
#include "core/object/object.h"
|
||||
#include "core/templates/vector.h"
|
||||
|
||||
class GameState : public Object {
|
||||
GDCLASS(GameState, Object);
|
||||
static void _bind_methods();
|
||||
static GameState *singleton_instance;
|
||||
|
||||
public:
|
||||
GameState();
|
||||
virtual ~GameState();
|
||||
static GameState *get_singleton();
|
||||
};
|
||||
|
||||
#endif // !GAME_STATE_H
|
||||
13
modules/authority/nav_marker.cpp
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
#include "nav_marker.h"
|
||||
|
||||
void NavMarker::_bind_methods() {}
|
||||
|
||||
void NavMarker::_notification(int what) {
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_ENTER_TREE:
|
||||
this->set_gizmo_extents(3);
|
||||
return;
|
||||
}
|
||||
}
|
||||
19
modules/authority/nav_marker.h
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
#pragma once
|
||||
|
||||
#include "macros.h"
|
||||
#include "scene/3d/marker_3d.h"
|
||||
class Character;
|
||||
|
||||
class NavMarker : public Marker3D {
|
||||
GDCLASS(NavMarker, Marker3D);
|
||||
static void _bind_methods();
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
|
||||
private:
|
||||
Character *claimed{ nullptr };
|
||||
|
||||
public:
|
||||
GET_SET_FNS(Character *, claimed);
|
||||
};
|
||||
84
modules/authority/party_member_states.cpp
Normal file
|
|
@ -0,0 +1,84 @@
|
|||
#include "party_member_states.h"
|
||||
#include "authority/nav_marker.h"
|
||||
#include "authority/player_character.h"
|
||||
#include "core/config/engine.h"
|
||||
#include "core/error/error_macros.h"
|
||||
#include "core/templates/vector.h"
|
||||
|
||||
void PartyMemberFollow::_bind_methods() {}
|
||||
|
||||
void PartyMemberFollow::process_position_target() {
|
||||
Vector3 const marker_position{ this->claimed_marker->get_global_position() };
|
||||
Vector3 const nav_target{ this->nav->get_target_position() };
|
||||
Vector3 const global_position{ get_character()->get_global_position() };
|
||||
if (global_position.distance_squared_to(marker_position) < 0.5) {
|
||||
return;
|
||||
}
|
||||
if (nav_target.distance_squared_to(marker_position) > 0.25) {
|
||||
this->nav->set_target_position(marker_position);
|
||||
}
|
||||
if (this->nav->is_navigation_finished()) {
|
||||
return;
|
||||
}
|
||||
Vector3 velocity{ global_position.direction_to(this->nav->get_next_path_position()) };
|
||||
velocity.y = 0;
|
||||
if (this->nav->get_avoidance_enabled()) {
|
||||
this->nav->set_velocity(velocity * get_character()->get_data()->get_speed());
|
||||
} else {
|
||||
push_movement_direction(velocity * get_character()->get_data()->get_speed());
|
||||
}
|
||||
}
|
||||
|
||||
void PartyMemberFollow::push_movement_direction(Vector3 velocity) {
|
||||
get_character()->set_movement(Vector2{ velocity.x, velocity.z });
|
||||
}
|
||||
|
||||
void PartyMemberFollow::_notification(int what) {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
this->nav = cast_to<NavigationAgent3D>(get_parent()->get_node(NodePath("%NavigationAgent3D")));
|
||||
ERR_FAIL_COND_EDMSG(this->nav == nullptr, "PartyMemberFollow cannot initialise without a navigation agent");
|
||||
return;
|
||||
case NOTIFICATION_PROCESS:
|
||||
process_position_target();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
PackedStringArray PartyMemberFollow::get_configuration_warnings() const {
|
||||
PackedStringArray warnings{ super_type::get_configuration_warnings() };
|
||||
if (!get_parent()->has_node(NodePath("%NavigationAgent3D")) || !cast_to<NavigationAgent3D>(get_parent()->get_node(NodePath("%NavigationAgent3D")))) {
|
||||
warnings.push_back("PartyMemberFollow expects a scene sibling of type NavigationAgent3D named with unique name '%NavigationAgent3D'");
|
||||
}
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void PartyMemberFollow::state_entered() {
|
||||
Vector<NavMarker *> const &markers{ PlayerCharacter::get_singleton()->get_party_follow_markers() };
|
||||
for (NavMarker *marker : markers) {
|
||||
if (marker->get_claimed() == nullptr) {
|
||||
marker->set_claimed(get_character());
|
||||
this->claimed_marker = marker;
|
||||
if (this->nav->get_avoidance_enabled()) {
|
||||
this->nav->connect("velocity_computed", callable_mp(this, &self_type::push_movement_direction));
|
||||
}
|
||||
set_process(true);
|
||||
return;
|
||||
}
|
||||
}
|
||||
ERR_FAIL_EDMSG("PartyMemberFollow could not find an unclaimed player follow marker");
|
||||
set_state_active(false);
|
||||
}
|
||||
|
||||
void PartyMemberFollow::state_exited() {
|
||||
if (this->claimed_marker) {
|
||||
this->claimed_marker->set_claimed(nullptr);
|
||||
this->nav->disconnect("velocity_computed", callable_mp(this, &self_type::push_movement_direction));
|
||||
set_process(false);
|
||||
}
|
||||
}
|
||||
22
modules/authority/party_member_states.h
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
#pragma once
|
||||
|
||||
#include "authority/character.h"
|
||||
#include "authority/nav_marker.h"
|
||||
#include "scene/3d/navigation/navigation_agent_3d.h"
|
||||
|
||||
class PartyMemberFollow : public CharacterState {
|
||||
GDCLASS(PartyMemberFollow, CharacterState);
|
||||
static void _bind_methods();
|
||||
void process_position_target();
|
||||
void push_movement_direction(Vector3 velocity);
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
void state_entered() override;
|
||||
void state_exited() override;
|
||||
|
||||
private:
|
||||
NavigationAgent3D *nav{ nullptr };
|
||||
NavMarker *claimed_marker{ nullptr };
|
||||
};
|
||||
|
|
@ -1,42 +0,0 @@
|
|||
#include "player_actor.h"
|
||||
#include "authority/game_state.h"
|
||||
#include "authority/player_input.h"
|
||||
#include "scene/main/viewport.h"
|
||||
|
||||
void PlayerActor::_bind_methods() {
|
||||
}
|
||||
|
||||
void PlayerActor::ready() {
|
||||
PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
|
||||
input->connect(PlayerInput::signal_movement, callable_mp(this, &self_type::input_move));
|
||||
set_process(true);
|
||||
}
|
||||
|
||||
void PlayerActor::process(double delta) {
|
||||
Basis const basis{ this->get_viewport()->get_camera_3d()->get_global_basis() };
|
||||
Vector3 x{ basis.get_column(0) };
|
||||
x = Vector3{ x.x, 0.f, x.z }.normalized();
|
||||
Vector3 z{ basis.get_column(2) };
|
||||
z = Vector3{ z.x, 0.f, z.z }.normalized();
|
||||
set_movement_direction(x * this->move_input.x + z * this->move_input.y);
|
||||
}
|
||||
|
||||
void PlayerActor::input_move(Vector2 movement) {
|
||||
this->move_input = movement;
|
||||
}
|
||||
|
||||
void PlayerActor::_notification(int what) {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
ready();
|
||||
return;
|
||||
case NOTIFICATION_PROCESS:
|
||||
process(get_process_delta_time());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,20 +0,0 @@
|
|||
#ifndef PLAYER_ACTOR_H
|
||||
#define PLAYER_ACTOR_H
|
||||
|
||||
#include "actor_body.h"
|
||||
|
||||
class PlayerActor : public ActorBody {
|
||||
GDCLASS(PlayerActor, ActorBody);
|
||||
static void _bind_methods();
|
||||
void ready();
|
||||
void process(double delta);
|
||||
void input_move(Vector2 movement);
|
||||
|
||||
public:
|
||||
void _notification(int what);
|
||||
|
||||
private:
|
||||
Vector2 move_input{ 0.f, 0.f };
|
||||
};
|
||||
|
||||
#endif // !PLAYER_ACTOR_H
|
||||
8
modules/authority/player_camera.h
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
#pragma once
|
||||
|
||||
#include "scene/3d/camera_3d.h"
|
||||
|
||||
class PlayerCamera : public Camera3D {
|
||||
GDCLASS(PlayerCamera, Camera3D);
|
||||
static void _bind_methods();
|
||||
};
|
||||
36
modules/authority/player_character.cpp
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
#include "player_character.h"
|
||||
#include "authority/nav_marker.h"
|
||||
|
||||
void PlayerCharacter::_bind_methods() {}
|
||||
|
||||
void PlayerCharacter::_notification(int what) {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_ENTER_TREE:
|
||||
instance = this;
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
for (Variant var : find_children("*", "NavMarker")) {
|
||||
if (NavMarker * marker{ cast_to<NavMarker>(var) }) {
|
||||
this->party_follow_markers.push_back(marker);
|
||||
}
|
||||
}
|
||||
ERR_FAIL_COND_EDMSG(this->party_follow_markers.size() < 4, "PlayerCharacter should have at least 4 follow NavMarkers for party members");
|
||||
return;
|
||||
case NOTIFICATION_EXIT_TREE:
|
||||
if (instance == this) {
|
||||
instance = nullptr;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
PlayerCharacter *PlayerCharacter::instance{ nullptr };
|
||||
|
||||
PlayerCharacter *PlayerCharacter::get_singleton() {
|
||||
return instance;
|
||||
}
|
||||
21
modules/authority/player_character.h
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
#pragma once
|
||||
|
||||
#include "authority/character.h"
|
||||
#include "authority/nav_marker.h"
|
||||
#include "macros.h"
|
||||
|
||||
class PlayerCharacter : public Character {
|
||||
GDCLASS(PlayerCharacter, Character);
|
||||
static void _bind_methods();
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
|
||||
private:
|
||||
Vector<NavMarker *> party_follow_markers{};
|
||||
static PlayerCharacter *instance;
|
||||
|
||||
public:
|
||||
static PlayerCharacter *get_singleton();
|
||||
GET_SET_FNS(Vector<NavMarker *> const &, party_follow_markers);
|
||||
};
|
||||
|
|
@ -1,146 +0,0 @@
|
|||
#include "player_input.h"
|
||||
|
||||
#include "core/input/input_event.h"
|
||||
#include "macros.h"
|
||||
|
||||
String const PlayerInput::signal_movement{ "movement" };
|
||||
String const PlayerInput::signal_look{ "look" };
|
||||
String const PlayerInput::signal_mouselook{ "mouselook" };
|
||||
|
||||
void PlayerInput::_bind_methods() {
|
||||
BIND_PROPERTY(Variant::STRING, action_move_left);
|
||||
BIND_PROPERTY(Variant::STRING, action_move_right);
|
||||
BIND_PROPERTY(Variant::STRING, action_move_forward);
|
||||
BIND_PROPERTY(Variant::STRING, action_move_back);
|
||||
BIND_PROPERTY(Variant::STRING, action_look_left);
|
||||
BIND_PROPERTY(Variant::STRING, action_look_right);
|
||||
BIND_PROPERTY(Variant::STRING, action_look_up);
|
||||
BIND_PROPERTY(Variant::STRING, action_look_down);
|
||||
ADD_SIGNAL(MethodInfo(self_type::signal_movement, PropertyInfo(Variant::VECTOR2, "movement_directions")));
|
||||
ADD_SIGNAL(MethodInfo(self_type::signal_look, PropertyInfo(Variant::VECTOR2, "look_delta")));
|
||||
ADD_SIGNAL(MethodInfo(self_type::signal_mouselook, PropertyInfo(Variant::VECTOR2, "mouse_delta")));
|
||||
}
|
||||
|
||||
void PlayerInput::_notification(int what) {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
set_process_unhandled_input(true);
|
||||
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerInput::unhandled_input(Ref<InputEvent> const &event) {
|
||||
Input *input{ Input::get_singleton() };
|
||||
|
||||
bool is_movement_action{ event->is_action(self_type::action_move_left) };
|
||||
is_movement_action |= event->is_action(self_type::action_move_right);
|
||||
is_movement_action |= event->is_action(self_type::action_move_forward);
|
||||
is_movement_action |= event->is_action(self_type::action_move_back);
|
||||
if (is_movement_action) {
|
||||
float const h_axis{ input->get_axis(self_type::action_move_left, self_type::action_move_right) };
|
||||
float const v_axis{ input->get_axis(self_type::action_move_forward, self_type::action_move_back) };
|
||||
emit_signal(self_type::signal_movement, Vector2{ h_axis, v_axis });
|
||||
}
|
||||
|
||||
bool is_look_action{ event->is_action(self_type::action_look_left) };
|
||||
is_look_action |= event->is_action(self_type::action_look_right);
|
||||
is_look_action |= event->is_action(self_type::action_look_up);
|
||||
is_look_action |= event->is_action(self_type::action_look_down);
|
||||
if (is_look_action) {
|
||||
float const h_axis{ input->get_axis(self_type::action_look_right, self_type::action_look_left) };
|
||||
float const v_axis{ input->get_axis(self_type::action_look_down, self_type::action_look_up) };
|
||||
emit_signal(self_type::signal_look, Vector2{ h_axis, v_axis } * this->look_speed);
|
||||
}
|
||||
|
||||
Ref<InputEventMouseMotion> mouse_motion_action{ event };
|
||||
if (mouse_motion_action.is_valid()) {
|
||||
Vector2 const velocity{ mouse_motion_action->get_relative() };
|
||||
emit_signal(self_type::signal_mouselook, velocity * this->mouselook_speed);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerInput::set_mouselook_speed(Vector2 speed) {
|
||||
this->mouselook_speed = speed;
|
||||
}
|
||||
|
||||
Vector2 PlayerInput::get_mouselook_speed() const {
|
||||
return this->mouselook_speed;
|
||||
}
|
||||
|
||||
void PlayerInput::set_look_speed(Vector2 speed) {
|
||||
this->look_speed = speed;
|
||||
}
|
||||
|
||||
Vector2 PlayerInput::get_look_speed() const {
|
||||
return this->look_speed;
|
||||
}
|
||||
|
||||
void PlayerInput::set_action_move_left(String action) {
|
||||
this->action_move_left = action;
|
||||
}
|
||||
|
||||
String PlayerInput::get_action_move_left() const {
|
||||
return this->action_move_left;
|
||||
}
|
||||
|
||||
void PlayerInput::set_action_move_right(String action) {
|
||||
this->action_move_right = action;
|
||||
}
|
||||
|
||||
String PlayerInput::get_action_move_right() const {
|
||||
return this->action_move_right;
|
||||
}
|
||||
|
||||
void PlayerInput::set_action_move_forward(String action) {
|
||||
this->action_move_forward = action;
|
||||
}
|
||||
|
||||
String PlayerInput::get_action_move_forward() const {
|
||||
return this->action_move_forward;
|
||||
}
|
||||
|
||||
void PlayerInput::set_action_move_back(String action) {
|
||||
this->action_move_back = action;
|
||||
}
|
||||
|
||||
String PlayerInput::get_action_move_back() const {
|
||||
return this->action_move_back;
|
||||
}
|
||||
|
||||
void PlayerInput::set_action_look_left(String action) {
|
||||
this->action_look_left = action;
|
||||
}
|
||||
|
||||
String PlayerInput::get_action_look_left() const {
|
||||
return this->action_look_left;
|
||||
}
|
||||
|
||||
void PlayerInput::set_action_look_right(String action) {
|
||||
this->action_look_right = action;
|
||||
}
|
||||
|
||||
String PlayerInput::get_action_look_right() const {
|
||||
return this->action_look_right;
|
||||
}
|
||||
|
||||
void PlayerInput::set_action_look_up(String action) {
|
||||
this->action_look_up = action;
|
||||
}
|
||||
|
||||
String PlayerInput::get_action_look_up() const {
|
||||
return this->action_look_up;
|
||||
}
|
||||
|
||||
void PlayerInput::set_action_look_down(String action) {
|
||||
this->action_look_down = action;
|
||||
}
|
||||
|
||||
String PlayerInput::get_action_look_down() const {
|
||||
return this->action_look_down;
|
||||
}
|
||||
|
|
@ -1,58 +0,0 @@
|
|||
#ifndef PLAYER_INPUT_H
|
||||
#define PLAYER_INPUT_H
|
||||
|
||||
#include "core/input/input_event.h"
|
||||
#include "scene/main/node.h"
|
||||
|
||||
class PlayerInput : public Node {
|
||||
GDCLASS(PlayerInput, Node);
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void _notification(int what);
|
||||
virtual void unhandled_input(Ref<InputEvent> const &event) override;
|
||||
|
||||
void set_mouselook_speed(Vector2 speed);
|
||||
Vector2 get_mouselook_speed() const;
|
||||
void set_look_speed(Vector2 speed);
|
||||
Vector2 get_look_speed() const;
|
||||
|
||||
void set_action_move_left(String action);
|
||||
String get_action_move_left() const;
|
||||
void set_action_move_right(String action);
|
||||
String get_action_move_right() const;
|
||||
void set_action_move_forward(String action);
|
||||
String get_action_move_forward() const;
|
||||
void set_action_move_back(String action);
|
||||
String get_action_move_back() const;
|
||||
|
||||
void set_action_look_left(String action);
|
||||
String get_action_look_left() const;
|
||||
void set_action_look_right(String action);
|
||||
String get_action_look_right() const;
|
||||
void set_action_look_up(String action);
|
||||
String get_action_look_up() const;
|
||||
void set_action_look_down(String action);
|
||||
String get_action_look_down() const;
|
||||
|
||||
public:
|
||||
static String const signal_movement;
|
||||
static String const signal_look;
|
||||
static String const signal_mouselook;
|
||||
|
||||
private:
|
||||
Vector2 mouselook_speed{ 0.001f, 0.001f };
|
||||
Vector2 look_speed{ 1.75f, 1.75f };
|
||||
|
||||
String action_move_left{ "move_left" };
|
||||
String action_move_right{ "move_right" };
|
||||
String action_move_forward{ "move_forward" };
|
||||
String action_move_back{ "move_back" };
|
||||
|
||||
String action_look_left{ "look_left" };
|
||||
String action_look_right{ "look_right" };
|
||||
String action_look_up{ "look_up" };
|
||||
String action_look_down{ "look_down" };
|
||||
};
|
||||
|
||||
#endif // !PLAYER_INPUT_H
|
||||
75
modules/authority/player_states.cpp
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
#include "player_states.h"
|
||||
#include "core/input/input.h"
|
||||
#include "core/math/basis.h"
|
||||
#include "scene/3d/camera_3d.h"
|
||||
#include "scene/main/viewport.h"
|
||||
|
||||
void PlayerInputState::_bind_methods() {}
|
||||
|
||||
void PlayerInputState::unhandled_input(Ref<InputEvent> const &what) {
|
||||
bool const is_move_vertical{ what->is_action("move_forward") || what->is_action("move_backward") };
|
||||
bool const is_move_horizontal{ what->is_action("move_right") || what->is_action("move_left") };
|
||||
if (is_move_vertical || is_move_horizontal) {
|
||||
stack_state_dependent("PlayerMovementState");
|
||||
get_viewport()->set_input_as_handled();
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerInputState::state_entered() {
|
||||
set_process_unhandled_input(true);
|
||||
}
|
||||
|
||||
void PlayerInputState::state_exited() {
|
||||
set_process_unhandled_input(false);
|
||||
}
|
||||
|
||||
void PlayerMovementState::_bind_methods() {}
|
||||
|
||||
void PlayerMovementState::process(double delta) {
|
||||
Basis const basis{ get_viewport()->get_camera_3d()->get_global_basis() };
|
||||
Vector2 backward{ basis.get_column(0).x, basis.get_column(0).z };
|
||||
if (backward.is_zero_approx()) {
|
||||
backward = Vector2{ basis.get_column(1).x, basis.get_column(1).z };
|
||||
}
|
||||
Vector2 const right{ basis.get_column(2).x, basis.get_column(2).z };
|
||||
get_character()->set_movement((backward.normalized() * this->movement.x + right.normalized() * this->movement.y) * get_character()->get_data()->get_speed());
|
||||
}
|
||||
|
||||
void PlayerMovementState::_notification(int what) {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
set_process_input(true);
|
||||
return;
|
||||
case NOTIFICATION_PROCESS:
|
||||
process(get_process_delta_time());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerMovementState::input(Ref<InputEvent> const &what) {
|
||||
bool const is_move_vertical{ what->is_action("move_forward") || what->is_action("move_backward") };
|
||||
bool const is_move_horizontal{ what->is_action("move_right") || what->is_action("move_left") };
|
||||
if (is_move_vertical || is_move_horizontal) {
|
||||
this->movement = {
|
||||
Input::get_singleton()->get_axis("move_left", "move_right"),
|
||||
Input::get_singleton()->get_axis("move_forward", "move_backward")
|
||||
};
|
||||
this->movement.normalize();
|
||||
}
|
||||
if (this->get_state_active() && this->movement.is_zero_approx()) {
|
||||
set_state_active(false);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerMovementState::state_entered() {
|
||||
set_process(true);
|
||||
}
|
||||
|
||||
void PlayerMovementState::state_exited() {
|
||||
set_process(false);
|
||||
}
|
||||
29
modules/authority/player_states.h
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
#pragma once
|
||||
|
||||
#include "authority/character.h"
|
||||
|
||||
class PlayerInputState : public CharacterState {
|
||||
GDCLASS(PlayerInputState, CharacterState);
|
||||
static void _bind_methods();
|
||||
|
||||
protected:
|
||||
void unhandled_input(Ref<InputEvent> const &event) override;
|
||||
void state_entered() override;
|
||||
void state_exited() override;
|
||||
};
|
||||
|
||||
class PlayerMovementState : public CharacterState {
|
||||
GDCLASS(PlayerMovementState, CharacterState);
|
||||
static void _bind_methods();
|
||||
void ready();
|
||||
void process(double delta);
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
void input(Ref<InputEvent> const &event) override;
|
||||
void state_entered() override;
|
||||
void state_exited() override;
|
||||
|
||||
private:
|
||||
Vector2 movement{};
|
||||
};
|
||||
|
|
@ -1,34 +1,28 @@
|
|||
#include "register_types.h"
|
||||
|
||||
#include "authority/actor_body.h"
|
||||
#include "authority/game_state.h"
|
||||
#include "authority/player_actor.h"
|
||||
#include "authority/player_input.h"
|
||||
#include "authority/third_person_camera.h"
|
||||
#include "core/config/engine.h"
|
||||
#include "authority/character.h"
|
||||
#include "authority/nav_marker.h"
|
||||
#include "authority/party_member_states.h"
|
||||
#include "authority/player_character.h"
|
||||
#include "authority/player_states.h"
|
||||
#include "core/object/class_db.h"
|
||||
|
||||
GameState *game_state{ nullptr };
|
||||
|
||||
void initialize_authority_module(ModuleInitializationLevel p_level) {
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
|
||||
return;
|
||||
}
|
||||
GDREGISTER_CLASS(GameState);
|
||||
GDREGISTER_CLASS(ActorBody);
|
||||
GDREGISTER_CLASS(PlayerActor);
|
||||
GDREGISTER_CLASS(PlayerInput);
|
||||
GDREGISTER_CLASS(ThirdPersonCamera);
|
||||
|
||||
game_state = memnew(GameState);
|
||||
Engine::get_singleton()->add_singleton(Engine::Singleton("GameState", GameState::get_singleton()));
|
||||
ClassDB::register_class<CharacterData>();
|
||||
ClassDB::register_class<Character>();
|
||||
ClassDB::register_class<CharacterState>();
|
||||
ClassDB::register_class<PlayerCharacter>();
|
||||
ClassDB::register_class<PlayerInputState>();
|
||||
ClassDB::register_class<PlayerMovementState>();
|
||||
ClassDB::register_class<NavMarker>();
|
||||
ClassDB::register_class<PartyMemberFollow>();
|
||||
}
|
||||
|
||||
void uninitialize_authority_module(ModuleInitializationLevel p_level) {
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
|
||||
return;
|
||||
}
|
||||
if (game_state) {
|
||||
memdelete(game_state);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,54 +0,0 @@
|
|||
#include "third_person_camera.h"
|
||||
#include "player_input.h"
|
||||
|
||||
void ThirdPersonCamera::_bind_methods() {
|
||||
}
|
||||
|
||||
void ThirdPersonCamera::ready() {
|
||||
set_process(true);
|
||||
if (PlayerInput * player_input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) }) {
|
||||
player_input->connect(PlayerInput::signal_look, callable_mp(this, &self_type::on_look_input));
|
||||
player_input->connect(PlayerInput::signal_mouselook, callable_mp(this, &self_type::on_mouselook_input));
|
||||
}
|
||||
}
|
||||
|
||||
void ThirdPersonCamera::process(double delta) {
|
||||
this->look_rotation += look_rotation_motion * delta;
|
||||
this->look_rotation.y = CLAMP(this->look_rotation.y, -Math_PI / 2.5, Math_PI / 2.5);
|
||||
Vector3 pivot{ get_parent_node_3d()->get_global_position() };
|
||||
pivot.y += this->height;
|
||||
Vector3 offset{ 0.f, 0.f, this->distance };
|
||||
offset.rotate({ 1.f, 0.f, 0.f }, this->look_rotation.y);
|
||||
offset.rotate({ 0.f, 1.f, 0.f }, this->look_rotation.x);
|
||||
look_at_from_position(pivot + offset, pivot);
|
||||
}
|
||||
|
||||
void ThirdPersonCamera::on_look_input(Vector2 input) {
|
||||
this->look_rotation_motion = input;
|
||||
}
|
||||
|
||||
void ThirdPersonCamera::on_mouselook_input(Vector2 input) {
|
||||
this->look_rotation -= input;
|
||||
}
|
||||
|
||||
void ThirdPersonCamera::_notification(int what) {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
switch (what) {
|
||||
case NOTIFICATION_READY:
|
||||
ready();
|
||||
break;
|
||||
case NOTIFICATION_PROCESS:
|
||||
process(get_process_delta_time());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void ThirdPersonCamera::set_base_rotation_speed(Vector2 value) {
|
||||
this->base_rotation_speed = value;
|
||||
}
|
||||
|
||||
Vector2 ThirdPersonCamera::get_base_rotation_speed() const {
|
||||
return this->base_rotation_speed;
|
||||
}
|
||||
|
|
@ -1,29 +0,0 @@
|
|||
#ifndef THIRD_PERSON_CAMERA_H
|
||||
#define THIRD_PERSON_CAMERA_H
|
||||
|
||||
#include "scene/3d/camera_3d.h"
|
||||
|
||||
class ThirdPersonCamera : public Camera3D {
|
||||
GDCLASS(ThirdPersonCamera, Camera3D);
|
||||
static void _bind_methods();
|
||||
void ready();
|
||||
void process(double delta);
|
||||
void on_look_input(Vector2 input);
|
||||
void on_mouselook_input(Vector2 input);
|
||||
|
||||
public:
|
||||
void _notification(int what);
|
||||
|
||||
void set_base_rotation_speed(Vector2 value);
|
||||
Vector2 get_base_rotation_speed() const;
|
||||
|
||||
private:
|
||||
Vector2 look_rotation_motion{ 0.f, 0.f };
|
||||
Vector2 look_rotation{ 0.f, 0.f };
|
||||
|
||||
Vector2 base_rotation_speed{ 0.1f, 0.1f };
|
||||
float distance{ 3.f };
|
||||
float height{ 2.2f };
|
||||
};
|
||||
|
||||
#endif // !THIRD_PERSON_CAMERA_H
|
||||
|
|
@ -17,4 +17,29 @@
|
|||
ADD_PROPERTY(PropertyInfo(m_type, #m_property), "set_" #m_property, \
|
||||
"get_" #m_property)
|
||||
|
||||
#define GET_SET_FNS(m_type, m_property) \
|
||||
m_type get_##m_property() const { \
|
||||
return this->m_property; \
|
||||
} \
|
||||
void set_##m_property(m_type value) { \
|
||||
this->m_property = value; \
|
||||
}
|
||||
|
||||
#define GET_SET_FNS_EX(m_type, m_property, m_ex) \
|
||||
m_type get_##m_property() const { \
|
||||
return this->m_property; \
|
||||
} \
|
||||
void set_##m_property(m_type value) { \
|
||||
m_ex; \
|
||||
this->m_property = value; \
|
||||
}
|
||||
|
||||
#define __VA_ARGS__STRING(...) String(#__VA_ARGS__)
|
||||
|
||||
#define GDENUM(M_Name, ...) \
|
||||
enum M_Name { __VA_ARGS__ }; \
|
||||
static String M_Name##_hint() { \
|
||||
return __VA_ARGS__STRING(__VA_ARGS__); \
|
||||
}
|
||||
|
||||
#endif // !GODOT_EXTRA_MACROS_H
|
||||
3
modules/terrain/SCsub
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
Import('env')
|
||||
|
||||
env.add_source_files(env.modules_sources, "*.cpp")
|
||||
5
modules/terrain/config.py
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
def can_build(env, platform):
|
||||
return True;
|
||||
|
||||
def configure(env):
|
||||
pass;
|
||||
24
modules/terrain/register_types.cpp
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
#include "register_types.h"
|
||||
|
||||
#include "core/object/class_db.h"
|
||||
#include "terrain/terrain.h"
|
||||
#include "terrain/terrain_chunk.h"
|
||||
#include "terrain/terrain_modifier.h"
|
||||
|
||||
void initialize_terrain_module(ModuleInitializationLevel p_level) {
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
|
||||
return;
|
||||
}
|
||||
ClassDB::register_class<Terrain>();
|
||||
ClassDB::register_abstract_class<TerrainModifier>();
|
||||
ClassDB::register_class<TerrainModifierDistance>();
|
||||
ClassDB::register_class<TerrainModifierPath>();
|
||||
ClassDB::register_class<TerrainModifierPathPoint>();
|
||||
ClassDB::register_class<TerrainChunkMesh>();
|
||||
}
|
||||
|
||||
void uninitialize_terrain_module(ModuleInitializationLevel p_level) {
|
||||
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
9
modules/terrain/register_types.h
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#ifndef TERRAIN_REGISTER_TYPES_H
|
||||
#define TERRAIN_REGISTER_TYPES_H
|
||||
|
||||
#include "modules/register_module_types.h"
|
||||
|
||||
void initialize_terrain_module(ModuleInitializationLevel p_level);
|
||||
void uninitialize_terrain_module(ModuleInitializationLevel p_level);
|
||||
|
||||
#endif // !TERRAIN_REGISTER_TYPES_H
|
||||
208
modules/terrain/terrain.cpp
Normal file
|
|
@ -0,0 +1,208 @@
|
|||
#include "terrain.h"
|
||||
#include "terrain/terrain_chunk.h"
|
||||
#include "terrain/terrain_modifier.h"
|
||||
|
||||
void Terrain::_bind_methods() {
|
||||
BIND_PROPERTY(Variant::INT, side_length);
|
||||
BIND_PROPERTY(Variant::INT, chunk_size);
|
||||
BIND_PROPERTY(Variant::INT, detail);
|
||||
BIND_PROPERTY(Variant::INT, thread_count);
|
||||
}
|
||||
|
||||
void Terrain::child_order_changed() {
|
||||
this->modifiers.clear();
|
||||
for (Variant var : get_children()) {
|
||||
if (TerrainModifier * mod{ cast_to<TerrainModifier>(var) }) {
|
||||
mod->set_terrain(this);
|
||||
this->modifiers.push_back(mod);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Terrain::update_meshes() {
|
||||
size_t num{ 1 };
|
||||
this->dirty_meshes_lock.lock();
|
||||
num = num > this->dirty_meshes.size() ? this->dirty_meshes.size() : num;
|
||||
this->dirty_meshes_lock.unlock();
|
||||
for (size_t i{ 0 }; i < num; i++) {
|
||||
this->dirty_meshes_lock.lock();
|
||||
TerrainChunkMesh *mesh{ this->dirty_meshes[0] };
|
||||
this->dirty_meshes.remove_at(0);
|
||||
this->dirty_meshes_lock.unlock();
|
||||
mesh->apply_new_mesh();
|
||||
}
|
||||
if (this->dirty_meshes.is_empty()) {
|
||||
set_process(false);
|
||||
}
|
||||
}
|
||||
|
||||
void Terrain::_notification(int what) {
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_ENTER_TREE:
|
||||
if (!is_ready()) {
|
||||
connect("child_order_changed", callable_mp(this, &self_type::child_order_changed));
|
||||
}
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
construct_chunk_grid();
|
||||
return;
|
||||
case NOTIFICATION_PROCESS:
|
||||
update_meshes();
|
||||
return;
|
||||
case NOTIFICATION_EXIT_TREE:
|
||||
this->workload_lock.lock();
|
||||
this->threads_stop = true;
|
||||
this->workload_lock.unlock();
|
||||
for (Thread &thread : this->threads) {
|
||||
thread.wait_to_finish();
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void Terrain::generate_meshes_thread(void *terrain) {
|
||||
Terrain *self{ static_cast<Terrain *>(terrain) };
|
||||
print_line("thread", Thread::get_caller_id(), "start");
|
||||
for (;;) {
|
||||
self->workload_lock.lock();
|
||||
if (self->threads_stop) {
|
||||
self->workload_lock.unlock();
|
||||
print_line(Thread::get_caller_id(), "exiting");
|
||||
break;
|
||||
}
|
||||
if (self->workload.is_empty()) {
|
||||
self->workload_lock.unlock();
|
||||
Thread::yield();
|
||||
continue;
|
||||
}
|
||||
TerrainChunkMesh *mesh{ self->workload[0] };
|
||||
self->workload.remove_at(0);
|
||||
self->workload_lock.unlock();
|
||||
if (!mesh->is_inside_tree()) {
|
||||
print_line(Thread::get_caller_id(), "mesh is outside tree, exiting");
|
||||
break;
|
||||
}
|
||||
mesh->update_mesh();
|
||||
Thread::yield();
|
||||
}
|
||||
print_line(Thread::get_caller_id(), "done");
|
||||
return;
|
||||
}
|
||||
|
||||
void Terrain::construct_chunk_grid() {
|
||||
this->workload_lock.lock();
|
||||
this->threads_stop = true;
|
||||
this->workload_lock.unlock();
|
||||
for (Thread &thread : this->threads) {
|
||||
thread.wait_to_finish();
|
||||
}
|
||||
this->workload_lock.lock();
|
||||
for (TerrainChunkMesh *mesh : this->meshes) {
|
||||
remove_child(mesh);
|
||||
mesh->queue_free();
|
||||
}
|
||||
size_t const chunks_per_side{ this->side_length / this->chunk_size };
|
||||
Vector3 const origin{ (float)this->chunk_size / 2.f, 0.f, (float)this->chunk_size / 2.f };
|
||||
this->meshes.clear();
|
||||
this->workload.clear();
|
||||
for (size_t y{ 0 }; y < chunks_per_side; ++y) {
|
||||
for (size_t x{ 0 }; x < chunks_per_side; ++x) {
|
||||
TerrainChunkMesh *chunk{ memnew(TerrainChunkMesh) };
|
||||
chunk->set_size(this->chunk_size);
|
||||
chunk->set_detail(this->detail);
|
||||
chunk->set_terrain(this);
|
||||
chunk->set_position(origin + Vector3{ (float)this->chunk_size * (float)x, 0.f, (float)this->chunk_size * (float)y });
|
||||
add_child(chunk);
|
||||
chunk->set_owner(this);
|
||||
this->meshes.push_back(chunk);
|
||||
this->workload.push_back(chunk);
|
||||
}
|
||||
}
|
||||
this->threads_stop = false;
|
||||
this->dirty_meshes.clear();
|
||||
this->workload_lock.unlock();
|
||||
for (Thread &thread : this->threads) {
|
||||
thread.start(&self_type::generate_meshes_thread, this);
|
||||
}
|
||||
}
|
||||
|
||||
float Terrain::height_at(Vector2 world_coordinate) {
|
||||
float height{ 0 };
|
||||
for (TerrainModifier *mod : this->modifiers) {
|
||||
if (!mod->is_inside_tree()) {
|
||||
return height;
|
||||
}
|
||||
height = mod->evaluate_at(world_coordinate, height);
|
||||
}
|
||||
return height;
|
||||
}
|
||||
|
||||
void Terrain::push_changed(Rect2 area) {
|
||||
for (TerrainChunkMesh *mesh : this->meshes) {
|
||||
this->workload_lock.lock();
|
||||
if (area.intersects(mesh->get_bounds()) && !this->workload.has(mesh)) {
|
||||
workload.push_back(mesh);
|
||||
}
|
||||
this->workload_lock.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
void Terrain::mesh_dirty(TerrainChunkMesh *mesh) {
|
||||
this->dirty_meshes_lock.lock();
|
||||
this->dirty_meshes.push_back(mesh);
|
||||
callable_mp(cast_to<Node>(this), &self_type::set_process).call_deferred(true);
|
||||
this->dirty_meshes_lock.unlock();
|
||||
}
|
||||
|
||||
void Terrain::set_side_length(size_t length) {
|
||||
this->side_length = length;
|
||||
if (is_inside_tree()) {
|
||||
construct_chunk_grid();
|
||||
}
|
||||
}
|
||||
|
||||
size_t Terrain::get_side_length() const {
|
||||
return this->side_length;
|
||||
}
|
||||
|
||||
void Terrain::set_chunk_size(size_t size) {
|
||||
this->chunk_size = size;
|
||||
if (is_inside_tree()) {
|
||||
construct_chunk_grid();
|
||||
}
|
||||
}
|
||||
|
||||
size_t Terrain::get_chunk_size() const {
|
||||
return this->chunk_size;
|
||||
}
|
||||
|
||||
void Terrain::set_detail(size_t detail) {
|
||||
this->detail = detail;
|
||||
if (is_inside_tree()) {
|
||||
construct_chunk_grid();
|
||||
}
|
||||
}
|
||||
|
||||
size_t Terrain::get_detail() const {
|
||||
return this->detail;
|
||||
}
|
||||
|
||||
void Terrain::set_thread_count(size_t num) {
|
||||
this->workload_lock.lock();
|
||||
this->threads_stop = true;
|
||||
this->workload_lock.unlock();
|
||||
for (Thread &thread : this->threads) {
|
||||
thread.wait_to_finish();
|
||||
}
|
||||
this->threads_stop = false;
|
||||
this->threads.resize_initialized(num);
|
||||
for (Thread &thread : this->threads) {
|
||||
thread.start(&self_type::generate_meshes_thread, this);
|
||||
}
|
||||
}
|
||||
|
||||
size_t Terrain::get_thread_count() const {
|
||||
return this->threads.size();
|
||||
}
|
||||
52
modules/terrain/terrain.h
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
#pragma once
|
||||
|
||||
#include "core/math/rect2.h"
|
||||
#include "core/os/mutex.h"
|
||||
#include "core/os/thread.h"
|
||||
#include "core/templates/vector.h"
|
||||
#include "scene/main/node.h"
|
||||
class TerrainChunkMesh;
|
||||
class TerrainModifier;
|
||||
|
||||
class Terrain : public Node {
|
||||
GDCLASS(Terrain, Node);
|
||||
static void _bind_methods();
|
||||
void child_order_changed();
|
||||
void update_meshes();
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
static void generate_meshes_thread(void *terrain);
|
||||
|
||||
public:
|
||||
void construct_chunk_grid();
|
||||
float height_at(Vector2 world_coordinate);
|
||||
void push_changed(Rect2 area);
|
||||
void mesh_dirty(TerrainChunkMesh *mesh);
|
||||
|
||||
private:
|
||||
Vector<TerrainChunkMesh *> workload{};
|
||||
bool threads_stop{ false };
|
||||
Mutex workload_lock;
|
||||
|
||||
Vector<TerrainChunkMesh *> dirty_meshes{};
|
||||
Mutex dirty_meshes_lock{};
|
||||
|
||||
Vector<TerrainChunkMesh *> meshes{};
|
||||
Vector<TerrainModifier *> modifiers{};
|
||||
LocalVector<Thread> threads{};
|
||||
|
||||
size_t side_length{ 200 };
|
||||
size_t chunk_size{ 50 };
|
||||
size_t detail{ 1 };
|
||||
|
||||
public:
|
||||
void set_side_length(size_t length);
|
||||
size_t get_side_length() const;
|
||||
void set_chunk_size(size_t size);
|
||||
size_t get_chunk_size() const;
|
||||
void set_detail(size_t detail);
|
||||
size_t get_detail() const;
|
||||
void set_thread_count(size_t num);
|
||||
size_t get_thread_count() const;
|
||||
};
|
||||
89
modules/terrain/terrain_chunk.cpp
Normal file
|
|
@ -0,0 +1,89 @@
|
|||
#include "terrain_chunk.h"
|
||||
#include "core/variant/variant.h"
|
||||
#include "scene/resources/surface_tool.h"
|
||||
#include "terrain/terrain.h"
|
||||
|
||||
void TerrainChunkMesh::_bind_methods() {}
|
||||
|
||||
void TerrainChunkMesh::generate_vertices() {
|
||||
ERR_FAIL_COND_EDMSG(this->terrain == nullptr, "TerrainChunkMesh::generate_vertices: no terrain assigned");
|
||||
ERR_FAIL_COND_EDMSG(this->size <= 0.f, "TerrainChunkMesh::generate_vertices: size <= 0");
|
||||
ERR_FAIL_COND_EDMSG(points_per_side() <= 0, "TerrainChunkMesh::generate_vertices: points per side <= 0");
|
||||
float const half_extent{ (float)this->size / 2.f };
|
||||
float const point_distance{ (float)this->size / ((float)points_per_side() - 1) };
|
||||
Vector3 origin{ this->safe_position - Vector3{ half_extent, 0, half_extent } };
|
||||
for (size_t x{ 0 }; x < points_per_side(); ++x) {
|
||||
for (size_t y{ 0 }; y < points_per_side(); ++y) {
|
||||
Vector2 const coordinate{ origin.x + point_distance * x, origin.z + point_distance * y };
|
||||
this->surface->set_uv({ (float)x / (float)points_per_side(), (float)y / (float)points_per_side() });
|
||||
this->surface->add_vertex({ coordinate.x - this->safe_position.x, this->terrain->height_at(coordinate), coordinate.y - this->safe_position.z });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TerrainChunkMesh::generate_faces() {
|
||||
LocalVector<SurfaceTool::Vertex> &verts{ this->surface->get_vertex_array() };
|
||||
ERR_FAIL_COND_EDMSG(verts.size() == 0, "TerrainChunkMesh::generate_faces: no vertices in surface, call generate_vertices first");
|
||||
size_t const faces_per_side{ points_per_side() - 1 };
|
||||
for (size_t x{ 0 }; x < faces_per_side; ++x) {
|
||||
for (size_t y{ 0 }; y < faces_per_side; ++y) {
|
||||
size_t const tl{ x + y * points_per_side() };
|
||||
float tl_br{ verts[tl].vertex.distance_to(verts[tl + points_per_side() + 1].vertex) };
|
||||
float tr_bl{ verts[tl + 1].vertex.distance_to(verts[tl + points_per_side()].vertex) };
|
||||
if (tl_br < tr_bl) {
|
||||
surface->add_index(tl);
|
||||
surface->add_index(tl + points_per_side() + 1);
|
||||
surface->add_index(tl + 1);
|
||||
surface->add_index(tl);
|
||||
surface->add_index(tl + points_per_side());
|
||||
surface->add_index(tl + points_per_side() + 1);
|
||||
} else {
|
||||
surface->add_index(tl + points_per_side());
|
||||
surface->add_index(tl + points_per_side() + 1);
|
||||
surface->add_index(tl + 1);
|
||||
surface->add_index(tl + 1);
|
||||
surface->add_index(tl);
|
||||
surface->add_index(tl + points_per_side());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TerrainChunkMesh::_notification(int what) {
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
this->safe_position = get_global_position();
|
||||
float const sizef{ (float)get_size() };
|
||||
this->bounds.position = { this->safe_position.x - sizef / 2.f, this->safe_position.z - sizef / 2.f };
|
||||
this->bounds.size = { sizef, sizef };
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void TerrainChunkMesh::apply_new_mesh() {
|
||||
this->lock.lock();
|
||||
set_mesh(this->new_mesh);
|
||||
this->lock.unlock();
|
||||
}
|
||||
|
||||
void TerrainChunkMesh::update_mesh() {
|
||||
ERR_FAIL_COND_EDMSG(this->size <= 0.f, "TerrainChunkMesh::generate: size <= 0");
|
||||
ERR_FAIL_COND_EDMSG(points_per_side() <= 0, "TerrainChunkMesh::generate: points per side <= 0");
|
||||
this->lock.lock();
|
||||
this->surface = memnew(SurfaceTool);
|
||||
this->surface->begin(Mesh::PRIMITIVE_TRIANGLES);
|
||||
generate_vertices();
|
||||
generate_faces();
|
||||
this->surface->generate_normals();
|
||||
this->surface->generate_tangents();
|
||||
this->new_mesh = memnew(ArrayMesh);
|
||||
this->surface->commit(this->new_mesh);
|
||||
this->lock.unlock();
|
||||
this->terrain->mesh_dirty(this);
|
||||
}
|
||||
|
||||
size_t TerrainChunkMesh::points_per_side() const {
|
||||
return this->size * this->detail;
|
||||
}
|
||||
39
modules/terrain/terrain_chunk.h
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
#pragma once
|
||||
|
||||
#include "core/math/rect2.h"
|
||||
#include "macros.h"
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/resources/mesh.h"
|
||||
#include "scene/resources/surface_tool.h"
|
||||
class Terrain;
|
||||
|
||||
class TerrainChunkMesh : public MeshInstance3D {
|
||||
GDCLASS(TerrainChunkMesh, MeshInstance3D);
|
||||
static void _bind_methods();
|
||||
void generate_vertices();
|
||||
void generate_faces();
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
|
||||
public:
|
||||
void apply_new_mesh();
|
||||
void update_mesh();
|
||||
size_t points_per_side() const;
|
||||
|
||||
private:
|
||||
Mutex lock{};
|
||||
Vector3 safe_position{};
|
||||
Ref<SurfaceTool> surface{};
|
||||
Ref<ArrayMesh> new_mesh{};
|
||||
Terrain *terrain{ nullptr };
|
||||
size_t detail{ 1 };
|
||||
size_t size{ 1 };
|
||||
Rect2 bounds{};
|
||||
|
||||
public:
|
||||
GET_SET_FNS(Rect2, bounds);
|
||||
GET_SET_FNS(Terrain *, terrain);
|
||||
GET_SET_FNS(size_t, detail);
|
||||
GET_SET_FNS(size_t, size);
|
||||
};
|
||||
392
modules/terrain/terrain_modifier.cpp
Normal file
|
|
@ -0,0 +1,392 @@
|
|||
#include "terrain_modifier.h"
|
||||
#include "core/config/engine.h"
|
||||
#include "core/math/math_funcs.h"
|
||||
#include "core/variant/variant.h"
|
||||
#include "macros.h"
|
||||
#include "terrain/terrain.h"
|
||||
#include <algorithm>
|
||||
|
||||
void TerrainModifier::_bind_methods() {}
|
||||
|
||||
void TerrainModifier::_notification(int what) {
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_ENTER_TREE:
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
set_notify_transform(true);
|
||||
}
|
||||
this->thread_safe_global_position = get_global_position();
|
||||
case NOTIFICATION_TRANSFORM_CHANGED:
|
||||
this->thread_safe_global_position = get_global_position();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void TerrainModifier::push_changed(Rect2 area) {
|
||||
if (this->terrain) {
|
||||
this->terrain->push_changed(area);
|
||||
}
|
||||
}
|
||||
|
||||
float TerrainModifier::evaluate_at(Vector2 world_coordinate, float before) {
|
||||
Vector3 const global_position{ get_thread_safe_global_position() };
|
||||
return global_position.y;
|
||||
}
|
||||
|
||||
void TerrainModifier::set_bounds(Rect2 bounds) {
|
||||
if (this->bounds != bounds) {
|
||||
push_changed(bounds);
|
||||
push_changed(this->bounds);
|
||||
this->bounds = bounds;
|
||||
}
|
||||
}
|
||||
|
||||
Rect2 TerrainModifier::get_bounds() const {
|
||||
return this->bounds;
|
||||
}
|
||||
|
||||
Vector3 TerrainModifier::get_thread_safe_global_position() const {
|
||||
return this->thread_safe_global_position;
|
||||
}
|
||||
|
||||
void SharedMutex::lock_shared() {
|
||||
this->lock.lock();
|
||||
this->shared_count++;
|
||||
this->lock.unlock();
|
||||
}
|
||||
|
||||
void SharedMutex::unlock_shared() {
|
||||
this->lock.lock();
|
||||
this->shared_count--;
|
||||
this->lock.unlock();
|
||||
}
|
||||
|
||||
void SharedMutex::lock_exclusive() {
|
||||
while (true) {
|
||||
this->lock.lock();
|
||||
if (this->shared_count == 0) {
|
||||
return;
|
||||
}
|
||||
this->lock.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
void SharedMutex::unlock_exclusive() {
|
||||
this->lock.unlock();
|
||||
}
|
||||
|
||||
void TerrainModifierDistance::_bind_methods() {
|
||||
BIND_HPROPERTY(Variant::OBJECT, distance_weight_curve, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
|
||||
}
|
||||
|
||||
void TerrainModifierDistance::curves_changed() {
|
||||
if (!update_bounds()) {
|
||||
push_changed(get_bounds());
|
||||
}
|
||||
}
|
||||
|
||||
bool TerrainModifierDistance::update_bounds() {
|
||||
Rect2 const before{ get_bounds() };
|
||||
Rect2 bounds{};
|
||||
Vector3 position{ get_thread_safe_global_position() };
|
||||
bounds.position = { position.x, position.z };
|
||||
bounds.size = { 0, 0 };
|
||||
this->lock.lock_shared();
|
||||
if (this->distance_weight_curve.is_valid()) {
|
||||
float const max_radius{ this->distance_weight_curve->get_max_domain() };
|
||||
float const max_diameter{ 2.f * max_radius };
|
||||
bounds.size = { max_diameter, max_diameter };
|
||||
bounds.position -= { max_radius, max_radius };
|
||||
}
|
||||
this->lock.unlock_shared();
|
||||
this->lock.lock_exclusive();
|
||||
bool const changed{ before != bounds };
|
||||
set_bounds(bounds);
|
||||
this->lock.unlock_exclusive();
|
||||
return changed;
|
||||
}
|
||||
|
||||
void TerrainModifierDistance::_notification(int what) {
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
update_bounds();
|
||||
set_notify_transform(true);
|
||||
return;
|
||||
case NOTIFICATION_TRANSFORM_CHANGED:
|
||||
if (is_inside_tree()) {
|
||||
if (!update_bounds()) {
|
||||
push_changed(get_bounds());
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float TerrainModifierDistance::distance_at(Vector2 const &world_coordinate) {
|
||||
Vector3 const global_position{ get_thread_safe_global_position() };
|
||||
return world_coordinate.distance_to({ global_position.x, global_position.z });
|
||||
}
|
||||
|
||||
float TerrainModifierDistance::evaluate_at(Vector2 world_coordinate, float before) {
|
||||
this->lock.lock_shared();
|
||||
if (this->distance_weight_curve.is_null()) {
|
||||
this->lock.unlock_shared();
|
||||
return before;
|
||||
}
|
||||
float const distance{ distance_at(world_coordinate) };
|
||||
if (distance >= this->distance_weight_curve->get_max_domain()) {
|
||||
this->lock.unlock_shared();
|
||||
return before;
|
||||
}
|
||||
float const weight_offset{
|
||||
std::clamp(distance, this->distance_weight_curve->get_min_domain(), this->distance_weight_curve->get_max_domain())
|
||||
};
|
||||
float const weight{ this->distance_weight_curve->sample(weight_offset) };
|
||||
float out{ weight <= 0.f ? before : Math::lerp(before, get_thread_safe_global_position().y, weight) };
|
||||
this->lock.unlock_shared();
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
PackedStringArray TerrainModifierDistance::get_configuration_warnings() const {
|
||||
PackedStringArray warnings{ super_type::get_configuration_warnings() };
|
||||
if (this->distance_weight_curve.is_null()) {
|
||||
warnings.push_back("distance_weight_curve is invalid, add a valid distance_weight_curve");
|
||||
}
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void TerrainModifierDistance::set_distance_weight_curve(Ref<Curve> curve) {
|
||||
this->lock.lock_exclusive();
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
if (this->distance_weight_curve.is_valid()) {
|
||||
this->distance_weight_curve->disconnect_changed(callable_mp(this, &self_type::curves_changed));
|
||||
}
|
||||
if (curve.is_valid()) {
|
||||
curve->connect_changed(callable_mp(this, &self_type::curves_changed));
|
||||
}
|
||||
}
|
||||
this->distance_weight_curve = curve;
|
||||
this->lock.unlock_exclusive();
|
||||
curves_changed();
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
Ref<Curve> TerrainModifierDistance::get_distance_weight_curve() const {
|
||||
return this->distance_weight_curve;
|
||||
}
|
||||
|
||||
void TerrainModifierPathPoint::_bind_methods() {}
|
||||
|
||||
void TerrainModifierPathPoint::_notification(int what) {
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_ENTER_TREE:
|
||||
if ((this->path = cast_to<TerrainModifierPath>(get_parent()))) {
|
||||
this->path->path_changed();
|
||||
}
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
set_notify_transform(true);
|
||||
return;
|
||||
case NOTIFICATION_TRANSFORM_CHANGED:
|
||||
if (this->path) {
|
||||
this->path->path_changed();
|
||||
}
|
||||
return;
|
||||
case NOTIFICATION_EXIT_TREE:
|
||||
this->path = nullptr;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void TerrainModifierPath::_bind_methods() {
|
||||
BIND_HPROPERTY(Variant::OBJECT, curve_left, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
|
||||
BIND_HPROPERTY(Variant::OBJECT, curve_right, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
|
||||
}
|
||||
|
||||
void TerrainModifierPath::curves_changed() {
|
||||
if (!update_bounds()) {
|
||||
push_changed(get_bounds());
|
||||
}
|
||||
}
|
||||
|
||||
bool TerrainModifierPath::update_bounds() {
|
||||
Vector2 min{}, max{};
|
||||
this->lock.lock_shared();
|
||||
if (this->points.is_empty() || this->curve_left.is_null() || this->curve_right.is_null()) {
|
||||
Vector3 point{ this->get_thread_safe_global_position() };
|
||||
min.x = point.x;
|
||||
min.y = point.z;
|
||||
max = min;
|
||||
} else {
|
||||
max = min = { this->points[0].x, this->points[0].y };
|
||||
for (Vector3 const &point : this->points) {
|
||||
max.x = max.x > point.x ? max.x : point.x;
|
||||
max.y = max.y > point.z ? max.y : point.z;
|
||||
min.x = min.x < point.x ? min.x : point.x;
|
||||
min.y = min.y < point.z ? min.y : point.z;
|
||||
}
|
||||
float max_distance_left{ this->curve_left->get_max_domain() };
|
||||
float max_distance_right{ this->curve_right->get_max_domain() };
|
||||
float max_distance{ max_distance_left > max_distance_right ? max_distance_left : max_distance_right };
|
||||
min -= { max_distance, max_distance };
|
||||
max += { max_distance, max_distance };
|
||||
}
|
||||
Rect2 bounds{ min, max - min };
|
||||
bool const changed{ bounds != get_bounds() };
|
||||
this->lock.unlock_shared();
|
||||
set_bounds(bounds);
|
||||
return changed;
|
||||
}
|
||||
|
||||
void TerrainModifierPath::_notification(int what) {
|
||||
switch (what) {
|
||||
default:
|
||||
return;
|
||||
case NOTIFICATION_READY:
|
||||
update_bounds();
|
||||
set_notify_transform(true);
|
||||
return;
|
||||
case NOTIFICATION_TRANSFORM_CHANGED:
|
||||
if (is_inside_tree()) {
|
||||
if (!update_bounds()) {
|
||||
push_changed(get_bounds());
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float TerrainModifierPath::evaluate_line(Vector3 a, bool a_end, Vector3 b, bool b_end, Vector2 world_coordinate, float &out_dot, float &out_distance) {
|
||||
Vector2 a2{ a.x, a.z }, b2{ b.x, b.z };
|
||||
Vector2 const relative_coordinate{ world_coordinate - a2 };
|
||||
Vector2 const difference2{ b2 - a2 };
|
||||
float w{ difference2.normalized().dot(relative_coordinate) / difference2.length() };
|
||||
Vector3 const difference{ b - a };
|
||||
Vector3 const closest_on_line{ a + difference * (w > 0 ? (w < 1 ? w : 1) : 0) };
|
||||
Vector2 const right{ -difference.z, difference.x };
|
||||
out_dot = right.normalized().dot(relative_coordinate);
|
||||
out_distance = world_coordinate.distance_to({ closest_on_line.x, closest_on_line.z });
|
||||
if (a_end) {
|
||||
w = w > 0 ? w : 0;
|
||||
}
|
||||
if (b_end) {
|
||||
w = w < 1 ? w : 1;
|
||||
}
|
||||
return a.y + (b.y - a.y) * w;
|
||||
}
|
||||
|
||||
float TerrainModifierPath::evaluate_at(Vector2 world_coordinate, float before) {
|
||||
this->lock.lock_shared();
|
||||
if (this->curve_left.is_null() || this->curve_right.is_null() || this->points.size() <= 1) {
|
||||
this->lock.unlock_shared();
|
||||
return before;
|
||||
}
|
||||
float const max_distance{ this->curve_left->get_max_domain() > this->curve_right->get_max_domain() ? this->curve_left->get_max_domain() : this->curve_right->get_max_domain() };
|
||||
float out_score{ -INFINITY };
|
||||
float out_height{ 0 };
|
||||
long const count{ this->closed ? this->points.size() : this->points.size() - 1 };
|
||||
for (int i{ 0 }; i < count; i++) {
|
||||
float dot, distance;
|
||||
float const height{ evaluate_line(this->points[i], !this->closed && i == 0, this->points[Math::wrapi(i + 1, 0, this->points.size())], !this->closed && i == count - 1, world_coordinate, dot, distance) };
|
||||
float const left{ this->curve_left->sample(distance) };
|
||||
float const right{ this->curve_right->sample(distance) };
|
||||
float const ndot{ dot / distance };
|
||||
float separation{ ndot / 2.f + 0.5f };
|
||||
if (closed || (i > 0 && i < count - 1)) {
|
||||
separation = Math::round(separation);
|
||||
}
|
||||
float const weight{ left * (1 - separation) + right * separation };
|
||||
float const blended_height{ Math::lerp(before, height, weight) };
|
||||
float const score{ weight - (1 - Math::abs(ndot)) * 2.f - (distance / max_distance) };
|
||||
if (score > out_score) {
|
||||
out_score = score;
|
||||
out_height = blended_height;
|
||||
}
|
||||
}
|
||||
this->lock.unlock_shared();
|
||||
return out_height;
|
||||
}
|
||||
|
||||
void TerrainModifierPath::path_changed() {
|
||||
this->lock.lock_exclusive();
|
||||
this->points.clear();
|
||||
this->min_height = INFINITY;
|
||||
this->max_height = -INFINITY;
|
||||
Vector3 last{ INFINITY, INFINITY, INFINITY };
|
||||
for (Variant var : get_children()) {
|
||||
if (TerrainModifierPathPoint * point{ cast_to<TerrainModifierPathPoint>(var) }) {
|
||||
Vector3 position{ point->get_global_position() };
|
||||
if (position != last) {
|
||||
this->points.push_back(position);
|
||||
if (position.y > this->max_height) {
|
||||
this->max_height = position.y;
|
||||
}
|
||||
if (position.y < this->min_height) {
|
||||
this->min_height = position.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
last = var;
|
||||
}
|
||||
this->lock.unlock_exclusive();
|
||||
if (!update_bounds()) {
|
||||
push_changed(get_bounds());
|
||||
}
|
||||
}
|
||||
|
||||
PackedStringArray TerrainModifierPath::get_configuration_warnings() const {
|
||||
PackedStringArray warnings{ super_type::get_configuration_warnings() };
|
||||
if (this->curve_left.is_null()) {
|
||||
warnings.push_back("distance_weight_curve is invalid, add a valid curve_left");
|
||||
}
|
||||
if (this->curve_right.is_null()) {
|
||||
warnings.push_back("distance_weight_curve is invalid, add a valid curve_right");
|
||||
}
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void TerrainModifierPath::set_curve_left(Ref<Curve> curve) {
|
||||
this->lock.lock_exclusive();
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
if (this->curve_left.is_valid()) {
|
||||
this->curve_left->disconnect_changed(callable_mp(this, &self_type::curves_changed));
|
||||
}
|
||||
if (curve.is_valid()) {
|
||||
curve->connect_changed(callable_mp(this, &self_type::curves_changed));
|
||||
}
|
||||
}
|
||||
this->curve_left = curve;
|
||||
this->lock.unlock_exclusive();
|
||||
curves_changed();
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
Ref<Curve> TerrainModifierPath::get_curve_left() const {
|
||||
return this->curve_left;
|
||||
}
|
||||
|
||||
void TerrainModifierPath::set_curve_right(Ref<Curve> curve) {
|
||||
this->lock.lock_exclusive();
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
if (this->curve_right.is_valid()) {
|
||||
this->curve_right->disconnect_changed(callable_mp(this, &self_type::curves_changed));
|
||||
}
|
||||
if (curve.is_valid()) {
|
||||
curve->connect_changed(callable_mp(this, &self_type::curves_changed));
|
||||
}
|
||||
}
|
||||
this->curve_right = curve;
|
||||
this->lock.unlock_exclusive();
|
||||
curves_changed();
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
Ref<Curve> TerrainModifierPath::get_curve_right() const {
|
||||
return this->curve_right;
|
||||
}
|
||||
110
modules/terrain/terrain_modifier.h
Normal file
|
|
@ -0,0 +1,110 @@
|
|||
#pragma once
|
||||
|
||||
#include "core/object/object.h"
|
||||
#include "core/variant/variant.h"
|
||||
#include "macros.h"
|
||||
#include "scene/3d/marker_3d.h"
|
||||
#include "scene/resources/curve.h"
|
||||
#include <cmath>
|
||||
class Terrain;
|
||||
|
||||
class TerrainModifier : public Marker3D {
|
||||
GDCLASS(TerrainModifier, Marker3D);
|
||||
static void _bind_methods();
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
void push_changed(Rect2 bounds);
|
||||
|
||||
public:
|
||||
virtual float evaluate_at(Vector2 world_coordinate, float before);
|
||||
|
||||
private:
|
||||
Vector3 thread_safe_global_position{};
|
||||
Terrain *terrain{ nullptr };
|
||||
Rect2 bounds{ { -INFINITY, -INFINITY }, { INFINITY, INFINITY } };
|
||||
|
||||
protected:
|
||||
void set_bounds(Rect2 bounds);
|
||||
Rect2 get_bounds() const;
|
||||
|
||||
public:
|
||||
Vector3 get_thread_safe_global_position() const;
|
||||
GET_SET_FNS(Terrain *, terrain);
|
||||
};
|
||||
|
||||
struct SharedMutex {
|
||||
void lock_shared();
|
||||
void unlock_shared();
|
||||
void lock_exclusive();
|
||||
void unlock_exclusive();
|
||||
|
||||
private:
|
||||
Mutex lock{};
|
||||
int shared_count{};
|
||||
};
|
||||
|
||||
class TerrainModifierDistance : public TerrainModifier {
|
||||
GDCLASS(TerrainModifierDistance, TerrainModifier);
|
||||
static void _bind_methods();
|
||||
void curves_changed();
|
||||
bool update_bounds();
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
float distance_at(Vector2 const &world_coordinate);
|
||||
|
||||
public:
|
||||
float evaluate_at(Vector2 world_coordinate, float before) override;
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
private:
|
||||
SharedMutex lock{};
|
||||
Ref<Curve> distance_weight_curve{};
|
||||
|
||||
public:
|
||||
void set_distance_weight_curve(Ref<Curve> curve);
|
||||
Ref<Curve> get_distance_weight_curve() const;
|
||||
};
|
||||
|
||||
class TerrainModifierPathPoint : public Marker3D {
|
||||
GDCLASS(TerrainModifierPathPoint, Marker3D);
|
||||
static void _bind_methods();
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
|
||||
public:
|
||||
class TerrainModifierPath *path{ nullptr };
|
||||
};
|
||||
|
||||
class TerrainModifierPath : public TerrainModifier {
|
||||
GDCLASS(TerrainModifierPath, TerrainModifier);
|
||||
static void _bind_methods();
|
||||
void curves_changed();
|
||||
bool update_bounds();
|
||||
|
||||
protected:
|
||||
void _notification(int what);
|
||||
float evaluate_line(Vector3 a, bool a_end, Vector3 b, bool b_end, Vector2 world_coordinate, float &out_dot, float &out_distance);
|
||||
|
||||
public:
|
||||
float evaluate_at(Vector2 world_coordinate, float before) override;
|
||||
void path_changed();
|
||||
PackedStringArray get_configuration_warnings() const override;
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||||
|
||||
private:
|
||||
SharedMutex lock{};
|
||||
float min_height{};
|
||||
float max_height{};
|
||||
bool closed{ false };
|
||||
Vector<Vector3> points{};
|
||||
Ref<Curve> curve_left{};
|
||||
Ref<Curve> curve_right{};
|
||||
|
||||
public:
|
||||
void set_curve_left(Ref<Curve> curve);
|
||||
Ref<Curve> get_curve_left() const;
|
||||
void set_curve_right(Ref<Curve> curve);
|
||||
Ref<Curve> get_curve_right() const;
|
||||
};
|
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Normal file
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Normal file
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||||
compress/channel_pack=0
|
||||
|
|
@ -26,6 +28,10 @@ mipmaps/generate=true
|
|||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
BIN
project/assets/environments/props/tree.blend
Normal file
60
project/assets/environments/props/tree.blend.import
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://bnm0go8negvo7"
|
||||
path="res://.godot/imported/tree.blend-20cb45b772c5003289278d8ec4060a00.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/environments/props/tree.blend"
|
||||
dest_files=["res://.godot/imported/tree.blend-20cb45b772c5003289278d8ec4060a00.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path="uid://ba7qlhj5ylm3d"
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
blender/nodes/visible=0
|
||||
blender/nodes/active_collection_only=false
|
||||
blender/nodes/punctual_lights=true
|
||||
blender/nodes/cameras=true
|
||||
blender/nodes/custom_properties=true
|
||||
blender/nodes/modifiers=1
|
||||
blender/meshes/colors=false
|
||||
blender/meshes/uvs=true
|
||||
blender/meshes/normals=true
|
||||
blender/meshes/export_geometry_nodes_instances=false
|
||||
blender/meshes/gpu_instances=false
|
||||
blender/meshes/tangents=true
|
||||
blender/meshes/skins=2
|
||||
blender/meshes/export_bones_deforming_mesh_only=false
|
||||
blender/materials/unpack_enabled=true
|
||||
blender/materials/export_materials=1
|
||||
blender/animation/limit_playback=true
|
||||
blender/animation/always_sample=true
|
||||
blender/animation/group_tracks=true
|
||||
gltf/naming_version=2
|
||||
BIN
project/assets/environments/props/tree.blend1
Normal file
BIN
project/assets/environments/props/tree.png
Normal file
|
After Width: | Height: | Size: 174 KiB |
41
project/assets/environments/props/tree.png.import
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cvfsvh8tdpflf"
|
||||
path.bptc="res://.godot/imported/tree.png-b3baca9a70a35e7b7075603680fb265f.bptc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/environments/props/tree.png"
|
||||
dest_files=["res://.godot/imported/tree.png-b3baca9a70a35e7b7075603680fb265f.bptc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=true
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
16
project/assets/style/base_outline_material.tres
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
[gd_resource type="StandardMaterial3D" format=3 uid="uid://cd4vnmrmj8cj7"]
|
||||
|
||||
[resource]
|
||||
transparency = 2
|
||||
alpha_scissor_threshold = 0.5
|
||||
alpha_antialiasing_mode = 0
|
||||
cull_mode = 1
|
||||
shading_mode = 0
|
||||
diffuse_mode = 3
|
||||
specular_mode = 2
|
||||
vertex_color_use_as_albedo = true
|
||||
albedo_color = Color(0.121152334, 0.121152334, 0.121152334, 1)
|
||||
grow = true
|
||||
grow_amount = 0.02
|
||||
proximity_fade_distance = 0.1
|
||||
stencil_outline_thickness = 0.029
|
||||
17
project/assets/style/detail_outline_material.tres
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
[gd_resource type="StandardMaterial3D" format=3 uid="uid://02s3lq67141v"]
|
||||
|
||||
[resource]
|
||||
transparency = 2
|
||||
alpha_scissor_threshold = 0.94
|
||||
alpha_antialiasing_mode = 0
|
||||
cull_mode = 1
|
||||
shading_mode = 0
|
||||
diffuse_mode = 3
|
||||
specular_mode = 2
|
||||
vertex_color_use_as_albedo = true
|
||||
albedo_color = Color(0.121152334, 0.121152334, 0.121152334, 1)
|
||||
grow = true
|
||||
grow_amount = 0.02
|
||||
proximity_fade_enabled = true
|
||||
proximity_fade_distance = 0.3
|
||||
stencil_outline_thickness = 0.029
|
||||
36
project/assets/style/model_importer.gd
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
@tool
|
||||
extends EditorScenePostImport
|
||||
|
||||
var regular_outline_material : StandardMaterial3D
|
||||
var detail_outline_material : StandardMaterial3D
|
||||
var thin_outline_material : StandardMaterial3D
|
||||
|
||||
func _post_import(root : Node):
|
||||
regular_outline_material = ResourceLoader.load("res://assets/style/base_outline_material.tres") as StandardMaterial3D
|
||||
detail_outline_material = ResourceLoader.load("res://assets/style/detail_outline_material.tres") as StandardMaterial3D
|
||||
thin_outline_material = ResourceLoader.load("res://assets/style/thin_outline_material.tres") as StandardMaterial3D
|
||||
apply_outline_recursive(root)
|
||||
return root
|
||||
|
||||
func get_flag(node : Node, flag : String) -> bool:
|
||||
if node.name.contains(flag):
|
||||
node.name = node.name.erase(node.name.find(flag), flag.length())
|
||||
return true
|
||||
else:
|
||||
return false
|
||||
|
||||
func apply_outline_recursive(node : Node):
|
||||
if node != null:
|
||||
var outline : bool = not get_flag(node, "-nooutline")
|
||||
if outline and node is MeshInstance3D:
|
||||
var detail : bool = get_flag(node, "-detailoutline")
|
||||
var thin : bool = get_flag(node, "-thinoutline")
|
||||
var mesh : MeshInstance3D = (node as MeshInstance3D)
|
||||
if detail and detail_outline_material:
|
||||
mesh.material_overlay = detail_outline_material
|
||||
elif thin and thin_outline_material:
|
||||
mesh.material_overlay = thin_outline_material
|
||||
elif regular_outline_material:
|
||||
mesh.material_overlay = regular_outline_material
|
||||
for child in node.get_children():
|
||||
apply_outline_recursive(child)
|
||||
1
project/assets/style/model_importer.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://ba7qlhj5ylm3d
|
||||
22
project/assets/style/thin_outline_material.tres
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
[gd_resource type="StandardMaterial3D" format=3 uid="uid://vo4kk73alewq"]
|
||||
|
||||
[ext_resource type="Material" uid="uid://02s3lq67141v" path="res://assets/style/detail_outline_material.tres" id="1_jjhui"]
|
||||
|
||||
[resource]
|
||||
next_pass = ExtResource("1_jjhui")
|
||||
transparency = 2
|
||||
alpha_scissor_threshold = 0.9
|
||||
alpha_antialiasing_mode = 0
|
||||
cull_mode = 1
|
||||
shading_mode = 0
|
||||
diffuse_mode = 3
|
||||
specular_mode = 2
|
||||
vertex_color_use_as_albedo = true
|
||||
albedo_color = Color(0.121152334, 0.121152334, 0.121152334, 1)
|
||||
grow = true
|
||||
grow_amount = 0.007
|
||||
proximity_fade_distance = 0.1
|
||||
distance_fade_mode = 1
|
||||
distance_fade_min_distance = 10.0
|
||||
distance_fade_max_distance = 9.0
|
||||
stencil_outline_thickness = 0.029
|
||||
BIN
project/assets/vehicles/bike.blend
Normal file
60
project/assets/vehicles/bike.blend.import
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://dkq8b07op54lx"
|
||||
path="res://.godot/imported/bike.blend-8d249f74417ff10660977200f19cdfc5.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/vehicles/bike.blend"
|
||||
dest_files=["res://.godot/imported/bike.blend-8d249f74417ff10660977200f19cdfc5.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path="uid://ba7qlhj5ylm3d"
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
blender/nodes/visible=0
|
||||
blender/nodes/active_collection_only=false
|
||||
blender/nodes/punctual_lights=true
|
||||
blender/nodes/cameras=true
|
||||
blender/nodes/custom_properties=true
|
||||
blender/nodes/modifiers=1
|
||||
blender/meshes/colors=false
|
||||
blender/meshes/uvs=true
|
||||
blender/meshes/normals=true
|
||||
blender/meshes/export_geometry_nodes_instances=false
|
||||
blender/meshes/gpu_instances=false
|
||||
blender/meshes/tangents=true
|
||||
blender/meshes/skins=2
|
||||
blender/meshes/export_bones_deforming_mesh_only=false
|
||||
blender/materials/unpack_enabled=true
|
||||
blender/materials/export_materials=1
|
||||
blender/animation/limit_playback=true
|
||||
blender/animation/always_sample=true
|
||||
blender/animation/group_tracks=true
|
||||
gltf/naming_version=2
|
||||
BIN
project/assets/vehicles/bike.blend1
Normal file
BIN
project/assets/vehicles/sidecar.png
Normal file
|
After Width: | Height: | Size: 22 KiB |
|
|
@ -2,8 +2,8 @@
|
|||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cd4cchmulwnc5"
|
||||
path.s3tc="res://.godot/imported/bricks.png-217e783fed9aafaab4854f1be96e4aed.s3tc.ctex"
|
||||
uid="uid://csscfssydx1n4"
|
||||
path.s3tc="res://.godot/imported/sidecar.png-10b8daaf663ef9108162d2fab75bc493.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
|
|
@ -11,14 +11,16 @@ metadata={
|
|||
|
||||
[deps]
|
||||
|
||||
source_file="res://textures/grids/bricks.png"
|
||||
dest_files=["res://.godot/imported/bricks.png-217e783fed9aafaab4854f1be96e4aed.s3tc.ctex"]
|
||||
source_file="res://assets/vehicles/sidecar.png"
|
||||
dest_files=["res://.godot/imported/sidecar.png-10b8daaf663ef9108162d2fab75bc493.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
|
|
@ -26,6 +28,10 @@ mipmaps/generate=true
|
|||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
4
project/data/character_data/fallback_character_data.tres
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
[gd_resource type="CharacterData" format=3 uid="uid://d28pn4xekwh6p"]
|
||||
|
||||
[resource]
|
||||
speed = 2.0
|
||||
4
project/data/default_player_character.tres
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
[gd_resource type="CharacterData" format=3 uid="uid://bmudhddb0vedg"]
|
||||
|
||||
[resource]
|
||||
speed = 2.0
|
||||
|
|
@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.cte
|
|||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
|
|
@ -25,6 +27,10 @@ mipmaps/generate=false
|
|||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
|
|
|
|||
|
|
@ -1,13 +0,0 @@
|
|||
[gd_scene load_steps=3 format=3 uid="uid://dkgep77ogr1tv"]
|
||||
|
||||
[ext_resource type="Material" uid="uid://cupy5mpdsngcl" path="res://materials/grids/tent.tres" id="1_yfc7x"]
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_dudpm"]
|
||||
size = Vector3(3, 1.3, 2)
|
||||
|
||||
[node name="Tent" type="Node3D"]
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.658981, 0)
|
||||
material_override = ExtResource("1_yfc7x")
|
||||
mesh = SubResource("BoxMesh_dudpm")
|
||||