Compare commits

..

8 commits

Author SHA1 Message Date
Sara
f7e07797c8 feat: implemented basic third person movement 2025-07-04 16:01:56 +02:00
Sara
062633c742 feat: reorienting prototype goals 2025-07-04 15:59:45 +02:00
Sara
049ac16541 feat: started work on actors and party members 2025-06-27 00:54:15 +02:00
Sara
80a948686f feat: started designing monarchist camp locale 2025-06-25 13:48:55 +02:00
Sara
8d07ee03fa feat: implemented singleton fully for game state 2025-06-24 14:20:06 +02:00
Sara
1828ebbe21 feat: first game code 2025-06-23 19:48:52 +02:00
Sara
f6e6cf9e55 feat: set engine version to latest 4.4 2025-06-23 19:48:33 +02:00
Sara
37b3a63ae6 feat: initialized template 2025-06-23 19:48:13 +02:00
141 changed files with 912 additions and 4136 deletions

View file

@ -1,6 +0,0 @@
((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
View file

@ -5,18 +5,16 @@
# When configure fails, SCons outputs these
config.log
.sconf_temp
.config
# build artifacts
# build artefacts
.cache/
*.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__

Binary file not shown.

Binary file not shown.

183
design/monarchist_camp.svg Normal file
View file

@ -0,0 +1,183 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- Created with Inkscape (http://www.inkscape.org/) -->
<svg
width="297mm"
height="210mm"
viewBox="0 0 297 210"
version="1.1"
id="svg1"
inkscape:version="1.4.2 (ebf0e940d0, 2025-05-08)"
sodipodi:docname="monarchist_camp.svg"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns="http://www.w3.org/2000/svg"
xmlns:svg="http://www.w3.org/2000/svg">
<sodipodi:namedview
id="namedview1"
pagecolor="#ffffff"
bordercolor="#999999"
borderopacity="1"
inkscape:showpageshadow="2"
inkscape:pageopacity="0"
inkscape:pagecheckerboard="0"
inkscape:deskcolor="#d1d1d1"
inkscape:document-units="mm"
inkscape:zoom="1.640567"
inkscape:cx="483.67425"
inkscape:cy="468.43562"
inkscape:window-width="2540"
inkscape:window-height="1367"
inkscape:window-x="0"
inkscape:window-y="0"
inkscape:window-maximized="0"
inkscape:current-layer="layer1" />
<defs
id="defs1" />
<g
inkscape:label="Layer 1"
inkscape:groupmode="layer"
id="layer1"
style="display:inline">
<circle
style="fill:none;stroke:none;stroke-width:2"
id="path1"
r="26.849329"
cy="-22.617027"
cx="144.71928"
transform="rotate(30.90333)" />
<circle
style="fill:none;stroke:#ff3a00;stroke-width:2;stroke-opacity:1"
id="path3"
cx="197.15057"
cy="12.570523"
r="59.961803"
transform="rotate(30.90333)" />
<circle
style="fill:none;stroke:#ff3a00;stroke-width:2;stroke-opacity:1"
id="path4"
cx="170.88332"
cy="42.191242"
r="20.471628"
transform="rotate(30.90333)" />
<circle
style="fill:none;stroke:#ff3a00;stroke-width:2;stroke-opacity:1"
id="path5"
cx="157.94936"
cy="3.7319982"
r="19.529419"
transform="rotate(30.90333)" />
<circle
style="fill:none;stroke:#ff3a00;stroke-width:2;stroke-opacity:1"
id="path6"
cx="223.90398"
cy="-0.37947115"
r="30.321995"
transform="rotate(30.90333)" />
<ellipse
style="fill:none;stroke:#ff3a00;stroke-width:2;stroke-opacity:1"
id="path7"
cx="174.47501"
cy="77.630127"
rx="6.205318"
ry="59.151665"
transform="rotate(11.27939)" />
<circle
style="fill:none;stroke:#ff3a00;stroke-width:2;stroke-opacity:1"
id="path8"
cx="193.49632"
cy="-33.014153"
r="13.619201"
transform="rotate(30.90333)" />
<circle
style="fill:none;stroke:#ff3a00;stroke-width:2;stroke-opacity:1"
id="path9"
cx="224.58922"
cy="46.388348"
r="16.617136"
transform="rotate(30.90333)" />
<path
style="fill:none;stroke:#ff3a00;stroke-width:2;stroke-opacity:1"
d="m 144.06991,169.24883 -7.19465,31.03241"
id="path10" />
<path
style="fill:none;stroke:#ff3a00;stroke-width:2;stroke-opacity:1"
d="m 166.80343,51.882914 5.05932,-22.12813"
id="path11" />
</g>
<g
inkscape:groupmode="layer"
id="layer2"
inkscape:label="Layer 2">
<rect
style="fill:#000000;stroke:none;stroke-width:2;stroke-opacity:1"
id="rect11"
width="17.086163"
height="26.649414"
x="202.4292"
y="92.027176"
transform="rotate(4.15663)" />
<rect
style="fill:#000000;stroke:none;stroke-width:2;stroke-opacity:1"
id="rect11-3"
width="16.747086"
height="23.300817"
x="211.42197"
y="-116.61307"
transform="rotate(67.03562)" />
<rect
style="fill:#000000;stroke:none;stroke-width:2;stroke-opacity:1"
id="rect11-3-1"
width="16.747086"
height="23.300817"
x="153.35806"
y="52.250866"
transform="rotate(25.13231)" />
<rect
style="fill:#000000;stroke:none;stroke-width:2;stroke-opacity:1"
id="rect11-3-1-3"
width="16.747086"
height="23.300817"
x="139.8774"
y="30.531561"
transform="rotate(16.66083)" />
<rect
style="fill:#000000;stroke:none;stroke-width:2;stroke-opacity:1"
id="rect11-3-1-3-6"
width="13.885768"
height="15.52168"
x="-177.2769"
y="-109.64846"
transform="rotate(170.10507)" />
<path
style="fill:none;stroke:#000000;stroke-width:2;stroke-opacity:1"
d="m 168.51515,87.048444 49.7405,-10.74439 -11.59163,-23.78924 -34.05085,-6.36336 z"
id="path12"
sodipodi:nodetypes="ccccc" />
<path
style="fill:none;stroke:#000000;stroke-width:2;stroke-opacity:1"
d="m 167.90348,92.072994 -6.81162,32.060266 3.42606,9.03285 50.86591,9.20609 4.78459,-60.134606 z"
id="path13"
sodipodi:nodetypes="cccccc" />
<path
style="fill:none;stroke:#000000;stroke-width:2;stroke-opacity:1"
d="m 161.76062,139.13159 -9.82191,20.20953 4.20318,13.74019 19.43214,4.89741 29.11417,-13.30994 8.46487,-16.33574 z"
id="path14"
sodipodi:nodetypes="ccccccc" />
<path
style="fill:none;stroke:#000000;stroke-width:2;stroke-opacity:1"
d="m 131.20919,159.8118 8.99249,-4.41574 7.79771,-39.28515 -43.81905,-9.86931 -3.00506,27.21896 17.64521,22.70473 z"
id="path15"
sodipodi:nodetypes="ccccccc" />
<path
style="fill:none;stroke:#000000;stroke-width:2;stroke-opacity:1"
d="m 107.52909,93.556844 c 0.58795,0.35194 40.17069,12.855976 40.17069,12.855976 l 11.52783,-43.543596 -33.50469,-1.2183 z"
id="path16"
sodipodi:nodetypes="ccccc" />
<path
style="fill:#000000;stroke:none;stroke-width:2;stroke-opacity:1"
d="M -10.027839,166.80916 -0.34598048,166.54137 7.8424327,122.34249 25.872585,93.782258 34.797274,63.284639 65.815884,30.44139 108.46648,12.423235 l 8.387,-18.0823962 -127.760166,0.1592669 z"
id="path17"
sodipodi:nodetypes="cccccccccc" />
</g>
</svg>

After

Width:  |  Height:  |  Size: 6 KiB

2
engine

@ -1 +1 @@
Subproject commit 6b76a5a8dc011723033cc8ad2ba3da345daab039
Subproject commit e531f3eb7b13a9adaaf5b15ac9b3aebc4c2030cd

View file

@ -37,8 +37,9 @@ 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 -i -e "s/authority/{{projectname}}/" ./justfile
sed "s/change_me/{{projectname}}/" ./justfile
mv ./modules/PROJECT ./modules/{{projectname}}
# Done Initializing, you will still have to update BUILD_NAME in your justfile
format:
# Formatting Custom Modules

Binary file not shown.

View file

@ -0,0 +1,81 @@
#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;
}

View file

@ -0,0 +1,37 @@
#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

View file

@ -1,155 +0,0 @@
#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;
}

View file

@ -1,69 +0,0 @@
#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);
};

View file

@ -0,0 +1,18 @@
#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;
}

View file

@ -0,0 +1,19 @@
#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

View file

@ -0,0 +1,20 @@
#ifndef GODOT_EXTRA_MACROS_H
#define GODOT_EXTRA_MACROS_H
#define BIND_GET_SET(m_property) \
ClassDB::bind_method(D_METHOD("set_" #m_property, #m_property), \
&self_type::set_##m_property); \
ClassDB::bind_method(D_METHOD("get_" #m_property), \
&self_type::get_##m_property)
#define BIND_HPROPERTY(m_type, m_property, ...) \
BIND_GET_SET(m_property); \
ADD_PROPERTY(PropertyInfo(m_type, #m_property, __VA_ARGS__), \
"set_" #m_property, "get_" #m_property)
#define BIND_PROPERTY(m_type, m_property) \
BIND_GET_SET(m_property); \
ADD_PROPERTY(PropertyInfo(m_type, #m_property), "set_" #m_property, \
"get_" #m_property)
#endif // !GODOT_EXTRA_MACROS_H

View file

@ -1,13 +0,0 @@
#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;
}
}

View file

@ -1,19 +0,0 @@
#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);
};

View file

@ -1,84 +0,0 @@
#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);
}
}

View file

@ -1,22 +0,0 @@
#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 };
};

View file

@ -0,0 +1,42 @@
#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;
}
}

View file

@ -0,0 +1,20 @@
#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

View file

@ -1,8 +0,0 @@
#pragma once
#include "scene/3d/camera_3d.h"
class PlayerCamera : public Camera3D {
GDCLASS(PlayerCamera, Camera3D);
static void _bind_methods();
};

View file

@ -1,36 +0,0 @@
#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;
}

View file

@ -1,21 +0,0 @@
#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);
};

View file

@ -0,0 +1,146 @@
#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;
}

View file

@ -0,0 +1,58 @@
#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

View file

@ -1,75 +0,0 @@
#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);
}

View file

@ -1,29 +0,0 @@
#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{};
};

View file

@ -1,28 +1,34 @@
#include "register_types.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 "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 "core/object/class_db.h"
GameState *game_state{ nullptr };
void initialize_authority_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
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>();
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()));
}
void uninitialize_authority_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
if (game_state) {
memdelete(game_state);
}
}

View file

@ -0,0 +1,54 @@
#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;
}

View file

@ -0,0 +1,29 @@
#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

View file

@ -1,3 +0,0 @@
Import('env')
env.add_source_files(env.modules_sources, "*.cpp")

View file

@ -1,31 +0,0 @@
#include "behaviour_action.h"
#include "core/object/object.h"
void BehaviourAction::_bind_methods() {
ClassDB::add_virtual_method(get_class_static(), _gdvirtual__execute_get_method_info());
ClassDB::add_virtual_method(get_class_static(), _gdvirtual__exit_get_method_info());
ClassDB::add_virtual_method(get_class_static(), _gdvirtual__enter_get_method_info());
}
void BehaviourAction::enter() {
GDVIRTUAL_CALL(_enter);
}
void BehaviourAction::execute() {
Status out_status{ Fail };
GDVIRTUAL_CALL(_execute, out_status);
set_status(out_status);
}
void BehaviourAction::exit() {
GDVIRTUAL_CALL(_exit);
}
BehaviourNode *BehaviourAction::get_next() {
switch (get_status()) {
case Running:
return this;
default:
return cast_to<BehaviourNode>(get_parent());
}
}

View file

@ -1,17 +0,0 @@
#pragma once
#include "behaviour_nodes/behaviour_node.h"
class BehaviourAction : public BehaviourNode {
GDCLASS(BehaviourAction, BehaviourNode);
static void _bind_methods();
public:
void enter() override;
void execute() override;
void exit() override;
BehaviourNode *get_next() override;
GDVIRTUAL0R_REQUIRED(Status, _execute);
GDVIRTUAL0(_enter);
GDVIRTUAL0(_exit);
};

View file

@ -1,28 +0,0 @@
#include "behaviour_composite.h"
void BehaviourComposite::_bind_methods() {}
void BehaviourComposite::child_order_changed() {
this->child_behaviours.clear();
for (Variant var : get_children()) {
if (BehaviourNode * node{ cast_to<BehaviourNode>(var) }) {
this->child_behaviours.push_back(node);
}
}
}
void BehaviourComposite::_notification(int what) {
switch (what) {
default:
return;
case NOTIFICATION_READY:
child_order_changed();
set_leaf(get_child_behaviours().is_empty());
return;
case NOTIFICATION_CHILD_ORDER_CHANGED:
if (is_ready()) {
child_order_changed();
}
return;
}
}

View file

@ -1,18 +0,0 @@
#pragma once
#include "behaviour_nodes/behaviour_node.h"
class BehaviourComposite : public BehaviourNode {
GDCLASS(BehaviourComposite, BehaviourNode);
static void _bind_methods();
void child_order_changed();
protected:
void _notification(int what);
private:
Vector<BehaviourNode *> child_behaviours{};
public:
Vector<BehaviourNode *> const &get_child_behaviours() const { return this->child_behaviours; }
GET_SET_REF_FNS(Vector<BehaviourNode *>, child_behaviours);
};

View file

@ -1,29 +0,0 @@
#include "behaviour_node.h"
#include "behaviour_nodes/behaviour_tree.h"
#include "core/config/engine.h"
void BehaviourNode::_bind_methods() {
BIND_ENUM_CONSTANT(Fail);
BIND_ENUM_CONSTANT(Running);
BIND_ENUM_CONSTANT(Success);
}
void BehaviourNode::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_ENTER_TREE:
Node *parent{ get_parent() };
this->parent = cast_to<BehaviourNode>(parent);
while (this->behaviour_tree == nullptr && parent != nullptr) {
if ((this->behaviour_tree = cast_to<BehaviourTree>(parent))) {
break;
}
parent = parent->get_parent();
}
return;
}
}

View file

@ -1,34 +0,0 @@
#pragma once
#include "macros.h"
#include "scene/main/node.h"
class BehaviourNode : public Node {
GDCLASS(BehaviourNode, Node);
static void _bind_methods();
public:
GDENUM(Status, Fail, Running, Success);
protected:
void _notification(int what);
public:
virtual void enter() {}
virtual void execute() {}
virtual void exit() {}
virtual BehaviourNode *get_next() { return this; }
private:
class BehaviourTree *behaviour_tree{ nullptr };
BehaviourNode *parent{ nullptr };
Status status{};
bool leaf{ false };
public:
GET_SET_FNS(class BehaviourTree *, behaviour_tree);
GET_SET_FNS(Status, status);
GET_SET_FNS(bool, leaf);
};
MAKE_TYPE_INFO(BehaviourNode::Status, Variant::INT);

View file

@ -1,52 +0,0 @@
#include "behaviour_tree.h"
#include "behaviour_nodes/behaviour_node.h"
#include "behaviour_nodes/control_nodes.h"
#include "core/config/engine.h"
void BehaviourTree::_bind_methods() {}
void BehaviourTree::process() {
this->current->execute();
while (execute_next()) {
this->current->execute();
}
}
void BehaviourTree::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
for (Variant var : get_children()) {
if ((this->current = cast_to<BehaviourNode>(var))) {
break;
}
}
ERR_FAIL_COND_EDMSG(this->current == nullptr, "No valid BehaviourNode in BehaviourTree");
set_process(true);
return;
case NOTIFICATION_PROCESS:
process();
return;
}
}
bool BehaviourTree::execute_next() {
BehaviourNode *next{ this->current->get_next() };
if (next == this->current) {
return false;
} else {
ERR_FAIL_COND_V_EDMSG(next == nullptr, false, vformat("%s::get_next returned a nullptr, repeating last node", this->current->get_class()));
if (this->current != next->get_parent()) {
this->current->exit();
}
if (this->current->get_parent() != next) {
next->enter();
}
this->current = next;
return cast_to<BehaviourComposite>(this->current);
}
}

View file

@ -1,18 +0,0 @@
#pragma once
#include "scene/main/node.h"
class BehaviourTree : public Node {
GDCLASS(BehaviourTree, Node);
static void _bind_methods();
void process();
protected:
void _notification(int what);
public:
bool execute_next();
private:
class BehaviourNode *current{ nullptr };
};

View file

@ -1,5 +0,0 @@
def can_build(env, platform):
return True;
def configure(env):
pass;

View file

@ -1,121 +0,0 @@
#include "control_nodes.h"
#include "behaviour_nodes/behaviour_node.h"
PackedStringArray BehaviourSequence::get_configuration_warnings() const {
PackedStringArray warnings{ super_type::get_configuration_warnings() };
if (get_child_behaviours().is_empty()) {
warnings.push_back("Sequence cannot have zero children");
}
return warnings;
}
void BehaviourSequence::execute() {
if (get_child_behaviours().is_empty()) {
set_status(Fail);
ERR_FAIL_EDMSG("BehaviourSequence executed with no children.");
} else if (get_status() == Running && this->current >= 0 && this->current < get_child_behaviours().size()) {
switch (get_child_behaviours().get(this->current)->get_status()) {
case Running:
set_status(Running);
break;
case Fail:
set_status(Fail);
break;
case Success:
++this->current;
set_status(this->current >= get_child_behaviours().size()
? Success
: Running);
break;
}
} else {
set_status(Running);
this->current = 0;
}
}
BehaviourNode *BehaviourSequence::get_next() {
return get_status() == Running
? get_child_behaviours().get(this->current)
: cast_to<BehaviourNode>(get_parent());
}
PackedStringArray BehaviourSelector::get_configuration_warnings() const {
PackedStringArray warnings{ super_type::get_configuration_warnings() };
if (get_child_behaviours().is_empty()) {
warnings.push_back("Selector cannot have zero children");
}
return warnings;
}
void BehaviourSelector::execute() {
if (get_child_behaviours().is_empty()) {
set_status(Fail);
ERR_FAIL_EDMSG("BehaviourSelector execution with no children.");
} else if (get_status() == Running && this->current >= 0 && this->current < get_child_behaviours().size()) {
switch (get_child_behaviours().get(this->current)->get_status()) {
case Running:
set_status(Running);
break;
case Fail:
++this->current;
set_status(this->current >= get_child_behaviours().size()
? Fail
: Running);
break;
case Success:
set_status(Success);
break;
}
} else {
set_status(Running);
this->current = 0;
}
}
BehaviourNode *BehaviourSelector::get_next() {
return get_status() == Running
? get_child_behaviours().get(this->current)
: cast_to<BehaviourNode>(get_parent());
}
PackedStringArray BehaviourRepeater::get_configuration_warnings() const {
PackedStringArray warnings{ super_type::get_configuration_warnings() };
if (get_child_behaviours().size() != 1) {
warnings.push_back(vformat("Repeater should have exactly one BehaviourNode child, has %d", get_child_behaviours().size()));
}
return warnings;
}
void BehaviourRepeater::execute() {
set_status(Running);
}
BehaviourNode *BehaviourRepeater::get_next() {
return get_child_behaviours().get(0);
}
PackedStringArray BehaviourRepeatUntilFail::get_configuration_warnings() const {
PackedStringArray warnings{ super_type::get_configuration_warnings() };
if (get_child_behaviours().size() != 1) {
warnings.push_back("RepeatUntilFailure should have exactly one BehaviourNode child");
}
return warnings;
}
void BehaviourRepeatUntilFail::execute() {
if (get_child_behaviours().is_empty()) {
set_status(Fail);
ERR_FAIL_EDMSG("BehaviourRepeatUntilFail execution with no child");
} else {
set_status(get_child_behaviours().get(0)->get_status() == Fail
? Success
: Running);
}
}
BehaviourNode *BehaviourRepeatUntilFail::get_next() {
return get_status() == Running
? get_child_behaviours().get(0)
: cast_to<BehaviourNode>(get_parent());
}

View file

@ -1,50 +0,0 @@
#pragma once
#include "behaviour_nodes/behaviour_composite.h"
#include "behaviour_nodes/behaviour_node.h"
#include "core/variant/variant.h"
class BehaviourSequence : public BehaviourComposite {
GDCLASS(BehaviourSequence, BehaviourComposite);
static void _bind_methods() {}
public:
PackedStringArray get_configuration_warnings() const override;
void execute() override;
BehaviourNode *get_next() override;
private:
int current{ -1 };
};
class BehaviourSelector : public BehaviourComposite {
GDCLASS(BehaviourSelector, BehaviourComposite);
static void _bind_methods() {}
public:
PackedStringArray get_configuration_warnings() const override;
void execute() override;
BehaviourNode *get_next() override;
private:
int current{ -1 };
};
class BehaviourRepeater : public BehaviourComposite {
GDCLASS(BehaviourRepeater, BehaviourComposite);
static void _bind_methods() {}
public:
PackedStringArray get_configuration_warnings() const override;
void execute() override;
BehaviourNode *get_next() override;
};
class BehaviourRepeatUntilFail : public BehaviourComposite {
GDCLASS(BehaviourRepeatUntilFail, BehaviourComposite);
static void _bind_methods() {}
public:
PackedStringArray get_configuration_warnings() const override;
void execute() override;
BehaviourNode *get_next() override;
};

View file

@ -1,30 +0,0 @@
#include "decorator_nodes.h"
#include "behaviour_nodes/behaviour_node.h"
#include "core/variant/variant.h"
void BehaviourAlwaysSuccess::_bind_methods() {}
PackedStringArray BehaviourAlwaysSuccess::get_configuration_warnings() const {
PackedStringArray warnings{ super_type::get_configuration_warnings() };
if (get_child_behaviours().size() != 1) {
warnings.push_back("BehaviourAlwaysSuccess should have exactly one child");
}
return warnings;
}
void BehaviourAlwaysSuccess::execute() {
if (get_child_behaviours().is_empty()) {
set_status(Fail);
ERR_FAIL_EDMSG("BehaviourSequence executed with no children.");
} else if (get_status() == Running) {
set_status(get_child_behaviours().get(0)->get_status() == Running ? Running : Success);
} else {
set_status(Running);
}
}
BehaviourNode *BehaviourAlwaysSuccess::get_next() {
return get_status() == Running
? get_child_behaviours().get(0)
: cast_to<BehaviourNode>(get_parent());
}

View file

@ -1,15 +0,0 @@
#pragma once
#include "behaviour_nodes/behaviour_composite.h"
#include "behaviour_nodes/behaviour_node.h"
#include "core/variant/variant.h"
class BehaviourAlwaysSuccess : public BehaviourComposite {
GDCLASS(BehaviourAlwaysSuccess, BehaviourComposite);
static void _bind_methods();
public:
PackedStringArray get_configuration_warnings() const override;
void execute() override;
BehaviourNode *get_next() override;
};

View file

@ -1,27 +0,0 @@
#include "behaviour_nodes/register_types.h"
#include "behaviour_nodes/behaviour_action.h"
#include "behaviour_nodes/behaviour_node.h"
#include "behaviour_nodes/behaviour_tree.h"
#include "behaviour_nodes/control_nodes.h"
#include "behaviour_nodes/decorator_nodes.h"
#include "core/object/class_db.h"
void initialize_behaviour_nodes_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ClassDB::register_class<BehaviourTree>();
ClassDB::register_abstract_class<BehaviourNode>();
ClassDB::register_class<BehaviourSequence>();
ClassDB::register_class<BehaviourRepeater>();
ClassDB::register_class<BehaviourSelector>();
ClassDB::register_class<BehaviourAction>();
ClassDB::register_class<BehaviourRepeatUntilFail>();
ClassDB::register_class<BehaviourAlwaysSuccess>();
}
void uninitialize_behaviour_nodes_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
}

View file

@ -1,9 +0,0 @@
#ifndef BEHAVIOUR_NODES_REGISTER_TYPES_H
#define BEHAVIOUR_NODES_REGISTER_TYPES_H
#include "modules/register_module_types.h"
void initialize_behaviour_nodes_module(ModuleInitializationLevel p_level);
void uninitialize_behaviour_nodes_module(ModuleInitializationLevel p_level);
#endif // !BEHAVIOUR_NODES_REGISTER_TYPES_H

View file

@ -1,52 +0,0 @@
#ifndef GODOT_EXTRA_MACROS_H
#define GODOT_EXTRA_MACROS_H
#define BIND_GET_SET(m_property) \
ClassDB::bind_method(D_METHOD("set_" #m_property, #m_property), \
&self_type::set_##m_property); \
ClassDB::bind_method(D_METHOD("get_" #m_property), \
&self_type::get_##m_property)
#define BIND_HPROPERTY(m_type, m_property, ...) \
BIND_GET_SET(m_property); \
ADD_PROPERTY(PropertyInfo(m_type, #m_property, __VA_ARGS__), \
"set_" #m_property, "get_" #m_property)
#define BIND_PROPERTY(m_type, m_property) \
BIND_GET_SET(m_property); \
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_REF_FNS(m_type, m_property) \
m_type &get_##m_property() { \
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

View file

@ -1,3 +0,0 @@
Import('env')
env.add_source_files(env.modules_sources, "*.cpp")

View file

@ -1,5 +0,0 @@
def can_build(env, platform):
return True;
def configure(env):
pass;

View file

@ -1,24 +0,0 @@
#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;
}
}

View file

@ -1,9 +0,0 @@
#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

View file

@ -1,271 +0,0 @@
#include "terrain.h"
#include "terrain/terrain_chunk.h"
#include "terrain/terrain_modifier.h"
void Terrain::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, mesh_material, PROPERTY_HINT_RESOURCE_TYPE, "Material");
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();
}
}
void Terrain::update_threads() {
this->workload_lock.lock();
if (this->workload.is_empty()) {
this->threads_stop = true;
this->workload_lock.unlock();
for (Thread &thread : this->threads) {
if (thread.is_started()) {
thread.wait_to_finish();
}
}
} else {
this->threads_stop = false;
for (Thread &thread : this->threads) {
if (!thread.is_started()) {
thread.start(Terrain::generate_meshes_thread, this);
}
}
this->workload_lock.unlock();
}
}
void Terrain::synchronous_generate_terrain() {
this->workload_lock.lock();
this->threads_stop = false;
this->workload.clear();
this->workload.append_array(this->meshes);
for (Thread &thread : this->threads) {
if (!thread.is_started()) {
thread.start(&Terrain::generate_meshes_thread, this);
}
}
do {
this->workload_lock.unlock();
Thread::yield();
this->workload_lock.lock();
} while (!this->workload.is_empty());
this->threads_stop = true;
this->workload_lock.unlock();
for (Thread &thread : this->threads) {
thread.wait_to_finish();
}
for (TerrainChunkMesh *mesh : this->dirty_meshes) {
mesh->apply_new_mesh();
}
this->dirty_meshes.clear();
}
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();
synchronous_generate_terrain();
return;
case NOTIFICATION_PROCESS:
update_meshes();
update_threads();
return;
case NOTIFICATION_EXIT_TREE:
this->workload_lock.lock();
this->threads_stop = true;
this->workload_lock.unlock();
for (Thread &thread : this->threads) {
if (thread.is_started()) {
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) {
if (thread.is_started()) {
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_material_override(this->mesh_material);
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_mesh_material(Ref<Material> material) {
this->mesh_material = material;
for (TerrainChunkMesh *mesh : this->meshes) {
mesh->set_material_override(material);
}
}
Ref<Material> Terrain::get_mesh_material() const {
return this->mesh_material;
}
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();
}

View file

@ -1,58 +0,0 @@
#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"
#include "scene/resources/material.h"
class TerrainChunkMesh;
class TerrainModifier;
class Terrain : public Node {
GDCLASS(Terrain, Node);
static void _bind_methods();
void child_order_changed();
void update_meshes();
void update_threads();
void synchronous_generate_terrain();
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:
Ref<Material> mesh_material{};
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_mesh_material(Ref<Material> material);
Ref<Material> get_mesh_material() const;
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;
};

View file

@ -1,127 +0,0 @@
#include "terrain_chunk.h"
#include "core/math/math_defs.h"
#include "core/math/math_funcs.h"
#include "core/variant/variant.h"
#include "scene/3d/physics/collision_shape_3d.h"
#include "scene/3d/physics/static_body_3d.h"
#include "scene/resources/3d/height_map_shape_3d.h"
#include "scene/resources/surface_tool.h"
#include "terrain/terrain.h"
void TerrainChunkMesh::_bind_methods() {}
void TerrainChunkMesh::ready() {
this->position_buffer = get_global_position();
float const sizef{ (float)get_size() };
this->bounds.position = { this->position_buffer.x - sizef / 2.f, this->position_buffer.z - sizef / 2.f };
this->bounds.size = { sizef, sizef };
add_child(this->body = memnew(StaticBody3D));
ERR_FAIL_COND_EDMSG(this->body == nullptr, "Failed to instantiate StaticBody3D");
this->body->add_child(this->collider = memnew(CollisionShape3D));
this->body->set_owner(this);
ERR_FAIL_COND_EDMSG(this->collider == nullptr, "Failed to instantiate CollisionShape3D");
this->collider->set_owner(this);
this->shape = memnew(HeightMapShape3D);
ERR_FAIL_COND_EDMSG(!this->shape.is_valid(), "Failed to instantiate HeightMapShape3D");
this->collider->set_shape(this->shape);
this->shape->set_map_depth(heightmap_side_length());
this->shape->set_map_width(heightmap_side_length());
}
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->position_buffer - 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() });
float height{ this->terrain->height_at(coordinate) };
this->surface->add_vertex({ coordinate.x - this->position_buffer.x, height, coordinate.y - this->position_buffer.z });
}
}
this->heightmap.resize_initialized(heightmap_side_length() * heightmap_side_length());
for (size_t x{ 0 }; x < heightmap_side_length(); x++) {
for (size_t y{ 0 }; y < heightmap_side_length(); y++) {
Vector2 coordinate{ origin.x + x, origin.z + y };
this->heightmap.set(x + y * heightmap_side_length(), this->terrain->height_at(coordinate));
}
}
}
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:
ready();
return;
}
}
void TerrainChunkMesh::apply_new_mesh() {
this->lock.lock();
set_mesh(this->new_mesh);
if (this->shape->get_map_depth() != heightmap_side_length() || this->shape->get_map_width() != heightmap_side_length()) {
this->shape->set_map_depth(heightmap_side_length());
this->shape->set_map_width(heightmap_side_length());
}
this->shape->set_map_data(heightmap);
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;
}
int TerrainChunkMesh::heightmap_side_length() const {
return get_size() + 1;
}

View file

@ -1,49 +0,0 @@
#pragma once
#include "core/math/rect2.h"
#include "macros.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics/collision_shape_3d.h"
#include "scene/3d/physics/static_body_3d.h"
#include "scene/resources/3d/height_map_shape_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 ready();
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;
int heightmap_side_length() const;
private:
Mutex lock{};
Vector3 position_buffer{};
Ref<SurfaceTool> surface{};
Ref<ArrayMesh> new_mesh{};
Terrain *terrain{ nullptr };
size_t detail{ 1 };
size_t size{ 1 };
Rect2 bounds{};
Ref<HeightMapShape3D> shape{};
StaticBody3D *body{ nullptr };
CollisionShape3D *collider{ nullptr };
Vector<real_t> heightmap{};
public:
GET_SET_FNS(Rect2, bounds);
GET_SET_FNS(Terrain *, terrain);
GET_SET_FNS(size_t, detail);
GET_SET_FNS(size_t, size);
};

View file

@ -1,417 +0,0 @@
#include "terrain_modifier.h"
#include "core/config/engine.h"
#include "core/math/math_funcs.h"
#include "core/variant/variant.h"
#include "macros.h"
#include "scene/main/node.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());
}
this->lock.lock_exclusive();
this->distance_weight_curve_buffer = this->distance_weight_curve.is_valid() ? this->distance_weight_curve->duplicate(true) : nullptr;
this->lock.unlock_exclusive();
}
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 };
}
bool const changed{ before != bounds };
this->lock.unlock_shared();
this->lock.lock_exclusive();
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_buffer.is_null()) {
this->lock.unlock_shared();
return before;
}
float const distance{ distance_at(world_coordinate) };
if (distance >= this->distance_weight_curve_buffer->get_max_domain()) {
this->lock.unlock_shared();
return before;
}
float const weight_offset{ std::clamp(distance, this->distance_weight_curve_buffer->get_min_domain(), this->distance_weight_curve_buffer->get_max_domain()) };
float const weight{ this->distance_weight_curve_buffer->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:
this->path = cast_to<TerrainModifierPath>(get_parent());
return;
case NOTIFICATION_READY:
set_notify_transform(true);
if (this->path) {
this->path->path_changed();
}
return;
case NOTIFICATION_TRANSFORM_CHANGED:
if (this->path && is_inside_tree()) {
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());
}
this->lock.lock_exclusive();
this->curve_left_buffer = this->curve_left.is_valid() ? this->curve_left->duplicate(true) : nullptr;
this->curve_right_buffer = this->curve_right.is_valid() ? this->curve_right->duplicate(true) : nullptr;
this->lock.unlock_exclusive();
}
bool TerrainModifierPath::update_bounds() {
Vector2 min{}, max{};
this->lock.lock_shared();
if (this->points.is_empty() || this->curve_left.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{ max_distance_left };
if (this->curve_right.is_valid()) {
float max_distance_right{ this->curve_right->get_max_domain() };
max_distance = max_distance_right > max_distance ? max_distance_right : max_distance;
}
min -= { max_distance, max_distance };
max += { max_distance * 2.f, max_distance * 2.f };
}
Rect2 bounds{ min, max - min };
bool const changed{ bounds != get_bounds() };
this->lock.unlock_shared();
this->lock.lock_exclusive();
set_bounds(bounds);
this->lock.unlock_exclusive();
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;
case NOTIFICATION_CHILD_ORDER_CHANGED:
path_changed();
return;
}
}
float TerrainModifierPath::evaluate_line(Vector3 a, bool a_end, Vector3 b, bool b_end, Vector2 world_coordinate, float &out_dot, float &out_distance, float &out_percentage) {
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 });
out_percentage = w;
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_buffer.is_null() || this->points.size() <= 1) {
this->lock.unlock_shared();
return before;
}
Ref<Curve> right_curve{ this->curve_right_buffer };
if (right_curve.is_null()) {
right_curve = this->curve_left_buffer;
}
float out_height{ before };
long const count{ this->closed ? this->points.size() : this->points.size() - 1 };
for (int i{ 0 }; i < count; i++) {
Vector3 const ipos{ this->points[i] };
Vector3 const next_pos{ this->points[Math::wrapi(i + 1, 0, this->points.size())] };
if (ipos == next_pos) {
continue;
}
float dot, distance, percentage;
bool const is_start{ !this->closed && i == 0 }, is_end{ !this->closed && i == count - 1 };
float height{ evaluate_line(ipos, is_start, next_pos, is_end, world_coordinate, dot, distance, percentage) };
float const left{ this->curve_left_buffer->sample(distance) };
float const right{ right_curve->sample(distance) };
float const ndot{ dot / distance };
float separation{ ndot / 2.f + 0.5f };
if (percentage > 0.f && percentage < 1.f) {
separation = Math::round(separation);
}
float const weight{ left * (1.f - separation) + right * separation };
float const blended_height{ Math::lerp(out_height, height, weight) };
out_height = blended_height;
}
this->lock.unlock_shared();
return out_height;
}
void TerrainModifierPath::path_changed() {
if (!is_inside_tree()) {
return;
}
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("curve_left is invalid, add a valid curve_left");
}
return warnings;
}
void TerrainModifierPath::set_curve_left(Ref<Curve> curve) {
this->lock.lock_exclusive();
if (curve.is_valid() && curve == this->curve_right) {
curve = curve->duplicate();
}
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();
if (!curve.is_valid() && this->curve_right.is_valid()) {
curve = this->curve_right;
set_curve_right(nullptr);
} else {
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 (curve.is_valid() && curve == this->curve_left) {
curve = curve->duplicate();
}
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;
}

View file

@ -1,113 +0,0 @@
#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{};
Ref<Curve> distance_weight_curve_buffer{};
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, float &out_percentage);
public:
float evaluate_at(Vector2 world_coordinate, float before) override;
void path_changed();
PackedStringArray get_configuration_warnings() const override;
private:
SharedMutex lock{};
float min_height{};
float max_height{};
bool closed{ false };
Vector<Vector3> points{};
Ref<Curve> curve_left_buffer{};
Ref<Curve> curve_left{};
Ref<Curve> curve_right_buffer{};
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;
};

View file

@ -1,60 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://grb3q5nd2uds"
path="res://.godot/imported/character_fem.blend-e169cb46816e89cf00aa8e7f988a0574.scn"
[deps]
source_file="res://assets/characters/player_fem/character_fem.blend"
dest_files=["res://.godot/imported/character_fem.blend-e169cb46816e89cf00aa8e7f988a0574.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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 13 KiB

View file

@ -1,41 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://biqq268lccpng"
path.s3tc="res://.godot/imported/Face.png-08c0111f3b71fa077c35243a4c740f6e.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/characters/player_fem/textures/Face.png"
dest_files=["res://.godot/imported/Face.png-08c0111f3b71fa077c35243a4c740f6e.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
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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 96 KiB

View file

@ -1,41 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cwqc2g4616eun"
path.s3tc="res://.godot/imported/Texture.png-98af1a158e1830cbcd0a13178176c442.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/characters/player_fem/textures/Texture.png"
dest_files=["res://.godot/imported/Texture.png-98af1a158e1830cbcd0a13178176c442.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
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

View file

@ -1,60 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://bsdvnyn6nhiaa"
path="res://.godot/imported/character_masc.blend-0037c94467e2e85d7ec685a838d7e95d.scn"
[deps]
source_file="res://assets/characters/player_masc/character_masc.blend"
dest_files=["res://.godot/imported/character_masc.blend-0037c94467e2e85d7ec685a838d7e95d.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=""
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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 31 KiB

View file

@ -1,41 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b7n0rgtlub4r7"
path.s3tc="res://.godot/imported/Face.png-f5f833f7c71137a9e4aac5fe268e4dd4.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/characters/player_masc/textures/Face.png"
dest_files=["res://.godot/imported/Face.png-f5f833f7c71137a9e4aac5fe268e4dd4.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
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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 96 KiB

View file

@ -1,41 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://lea3dgv2585y"
path.s3tc="res://.godot/imported/Texture.png-51f4b86d2d244a13f05f399cc30a0d6b.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/characters/player_masc/textures/Texture.png"
dest_files=["res://.godot/imported/Texture.png-51f4b86d2d244a13f05f399cc30a0d6b.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
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

View file

@ -1,60 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://dw4p3s74f1pdg"
path="res://.godot/imported/cliffs_blockout.blend-f86a374f2c48645fd5614df18445a45a.scn"
[deps]
source_file="res://assets/environments/blockouts/cliffs_blockout.blend"
dest_files=["res://.godot/imported/cliffs_blockout.blend-f86a374f2c48645fd5614df18445a45a.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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.5 KiB

View file

@ -1,41 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dwmur2qflotv6"
path.bptc="res://.godot/imported/terrain.png-52ea7eaf6b989ed8d9fc2c0c5a398fdf.bptc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/environments/blockouts/terrain.png"
dest_files=["res://.godot/imported/terrain.png-52ea7eaf6b989ed8d9fc2c0c5a398fdf.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

View file

@ -1,60 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://dyt1mwbep2012"
path="res://.godot/imported/flower.blend-a54f993c4db9e1bce792f272b6b1a837.scn"
[deps]
source_file="res://assets/environments/props/flower.blend"
dest_files=["res://.godot/imported/flower.blend-a54f993c4db9e1bce792f272b6b1a837.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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 39 KiB

View file

@ -1,41 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://uujfed6yrp8p"
path.s3tc="res://.godot/imported/grass_a.png-df3280112d606c2f3fb6a8ca84baa85d.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/environments/props/grass_a.png"
dest_files=["res://.godot/imported/grass_a.png-df3280112d606c2f3fb6a8ca84baa85d.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
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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 89 KiB

View file

@ -1,60 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://db6ddpj53gl5w"
path="res://.godot/imported/rock_a.blend-b8d8f34d9e140f1b8adb493b605dd07e.scn"
[deps]
source_file="res://assets/environments/props/rock_a.blend"
dest_files=["res://.godot/imported/rock_a.blend-b8d8f34d9e140f1b8adb493b605dd07e.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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 37 KiB

View file

@ -1,60 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://517yqaw110pf"
path="res://.godot/imported/rock_b.blend-d76791249d4c14d1c951b842f0208090.scn"
[deps]
source_file="res://assets/environments/props/rock_b.blend"
dest_files=["res://.godot/imported/rock_b.blend-d76791249d4c14d1c951b842f0208090.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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 31 KiB

View file

@ -1,60 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://8n8fduklxduk"
path="res://.godot/imported/rock_c.blend-26ab78e8b85061bd62ef5331656df04c.scn"
[deps]
source_file="res://assets/environments/props/rock_c.blend"
dest_files=["res://.godot/imported/rock_c.blend-26ab78e8b85061bd62ef5331656df04c.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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 34 KiB

View file

@ -1,60 +0,0 @@
[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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 174 KiB

View file

@ -1,41 +0,0 @@
[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

Some files were not shown because too many files have changed in this diff Show more