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8 Commits

Author SHA1 Message Date
Segey Lapin
25002b9735 Switching physics for traffic 2021-11-01 18:07:26 +03:00
Segey Lapin
b318f5ef8d Added traffic 2021-11-01 05:57:07 +03:00
Segey Lapin
6ad88e497f Implemented instance pooling 2021-10-30 02:16:06 +03:00
Segey Lapin
4882866bd9 Now spawn relative nodes via Spawner too 2021-10-29 15:29:02 +03:00
Segey Lapin
7cad4daf2f Updated godot, voxel module; fixed spawners; added C++ border and radial points calculation 2021-10-29 00:58:53 +03:00
Segey Lapin
db6430230e Makefile for complete build 2021-10-26 22:16:39 +03:00
Segey Lapin
e69850f91a Spawner for scenes 2021-10-26 22:14:37 +03:00
Segey Lapin
f2ef003610 Better road processing; flatter ground for towns 2021-10-26 22:13:04 +03:00
14 changed files with 800 additions and 9 deletions

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@@ -2,7 +2,8 @@
all: godot-editor-main
godot-editor-main:
cd godot; \
scons platform=x11 target=release_debug tools=yes custom_modules=../modules -j6; \
scons platform=x11 target=release tools=no custom_modules=../modules -j6
scons platform=x11 target=release_debug tools=yes custom_modules=../modules -j6
# scons platform=x11 target=release tools=no custom_modules=../modules -j6;
# scons platform=server target=release_debug tools=yes custom_modules=../modules -j6
# scons platform=windows target=release tools=yes custom_modules=../modules -j6
# scons platform=javascript target=release tools=yes custom_modules=../modules -j6

9
Makefile.complete Normal file
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@@ -0,0 +1,9 @@
.PHONY: all godot-editor-main
all: godot-editor-main
godot-editor-main:
cd godot; \
scons platform=x11 target=release_debug tools=yes custom_modules=../modules -j6; \
scons platform=x11 target=release tools=no custom_modules=../modules -j6; \
scons platform=server target=release_debug tools=yes custom_modules=../modules -j6
# scons platform=windows target=release tools=yes custom_modules=../modules -j6
# scons platform=javascript target=release tools=yes custom_modules=../modules -j6

2
godot

Submodule godot updated: 62f56af694...f0223ea8d3

View File

@@ -886,6 +886,8 @@ void Characters_::load_body_parts(const String &path)
if (FileAccess::exists(fn2f))
female_faces.push_back(fn2f);
}
for (i = 0; i < male_hairs.size(); i++)
printf("hair %d: %ls\n", i, male_hairs[i].c_str());
assert(male_hairs.size() > 0 && female_hairs.size() > 0);
assert(male_faces.size() > 0 && female_faces.size() > 0);
assert(hair_materials.size() > 0);

View File

@@ -10,6 +10,8 @@
#include "world_height_map.h"
#include "road_grid.h"
#include "roads.h"
#include "spawner.h"
#include "traffic.h"
void register_world_types()
{
@@ -19,6 +21,10 @@ void register_world_types()
Engine::get_singleton()->add_singleton(Engine::Singleton("WorldMapData", WorldMapData::get_singleton()));
RoadsData::create_singleton();
Engine::get_singleton()->add_singleton(Engine::Singleton("RoadsData", RoadsData::get_singleton()));
Spawner::create_singleton();
Engine::get_singleton()->add_singleton(Engine::Singleton("Spawner", Spawner::get_singleton()));
Traffic::create_singleton();
Engine::get_singleton()->add_singleton(Engine::Singleton("Traffic", Traffic::get_singleton()));
ClassDB::register_class<WorldGenerator>();
ClassDB::register_class<WorldHeightMap>();
ClassDB::register_class<DensityMap>();
@@ -32,6 +38,9 @@ void register_world_types()
void unregister_world_types()
{
RoadsData::destroy_singleton();
Spawner::destroy_singleton();
Traffic::destroy_singleton();
WorldMapData::destroy_singleton();
}

View File

@@ -14,6 +14,7 @@ RoadGrid::RoadGrid()
{
grid_width = 16;
grid_height = 16;
astar.instance();
}
RoadGrid::~RoadGrid()
@@ -336,6 +337,10 @@ void RoadGrid::build(Ref<Curve> curve, Ref<FastNoiseLite> noise)
}
map_sites.write[i].avg_height = min_height * 0.7f + max_height * 0.3f;
}
for (i = 0; i < vertices.size(); i++)
astar->add_point(i, vertices[i], 20.0f);
for (i = 0; i < map_hedges.size(); i++)
astar->connect_points(map_hedges[i]->a, map_hedges[i]->b, false);
generate_building_positions();
printf("building 3rd dimention done\n");
}
@@ -528,6 +533,7 @@ void RoadGrid::generate_3d_vertices(Ref<Curve> curve, Ref<FastNoiseLite> noise)
d = CLAMP(d, 1.0f, 30.0f);
diagram_vertex_heights.write[i] = d;
}
#if 0
for (j = 0; j < 3; j++) {
for (i = 0; i < map_hedges.size(); i++) {
int x1 = map_hedges[i]->a;
@@ -538,12 +544,51 @@ void RoadGrid::generate_3d_vertices(Ref<Curve> curve, Ref<FastNoiseLite> noise)
diagram_vertex_heights.write[x2] = diagram_vertex_heights[x1] + dh / fabsf(dh) * 0.01f * xd;
}
}
#endif
vertices.resize(get_diagram_vertex_count());
for (i = 0; i < vertices.size(); i++) {
vertices.write()[i].x = diagram_vertices[i].x;
vertices.write()[i].y = diagram_vertex_heights[i];
vertices.write()[i].z = diagram_vertices[i].y;
}
smooth_heights();
}
void RoadGrid::smooth_heights()
{
int i;
float ok = true;
while (ok) {
for (i = 0; i < map_hedges.size(); i++) {
int a = map_hedges[i]->a;
int b = map_hedges[i]->b;
Vector3 p1 = vertices[a];
Vector3 p2 = vertices[b];
float dst = p1.distance_to(p2);
float h = fabsf(p2.y - p1.y);
if (dst <= 48.0f && h > 0.0f) {
ok = false;
float m = (p1.y + p2.y) * 0.5f;
m = CLAMP(m, 0.0f, 70.0f);
p1.y = m;
p2.y = m;
} else if (h > 0.0f) {
ok = false;
float t = h / dst;
if (t > 0.35) {
ok = false;
float m1 = p1.y + (p2.y - p1.y) / 10.0f;
float m2 = p2.y + (p1.y - p2.y) / 10.0f;
p1.y = m1;
p2.y = m2;
}
}
if (!ok) {
vertices.write()[map_hedges[i]->a] = p1;
vertices.write()[map_hedges[i]->b] = p2;
}
}
}
}
void RoadGrid::generate_building_positions()
@@ -680,6 +725,7 @@ void RoadGrid::save_json(const String &path)
f->close();
}
}
#if 0
PoolVector<Vector3> RoadGrid::get_site_border(int site)
{
const struct map_site &msite = map_sites[site];
@@ -716,4 +762,73 @@ PoolVector<Vector3> RoadGrid::get_site_border(int site)
assert(msite.polygon_ind.size() == ret.size());
return ret;
}
#endif
PoolVector<Vector3> RoadGrid::get_site_border(int site, float offt)
{
int k, i;
float height = get_site_avg_height(site);
PoolVector<Vector3> border;
PoolVector<Vector3> poly = get_site_polygon_3d(site);
if (poly.size() == 0)
return PoolVector<Vector3>();
border.resize(poly.size());
for (k = 0; k < poly.size(); k++) {
i = k - 1;
if (i < 0)
i += poly.size();
Vector3 p1 = poly[i];
Vector3 p2 = poly[k];
Vector3 p3 = poly[(k + 1) % poly.size()];
Vector2 p1x(p1.x, p1.z);
Vector2 p2x(p2.x, p2.z);
Vector2 p3x(p2.x, p2.z);
Vector2 p4x(p3.x, p3.z);
Vector2 n1 = (p2x - p1x).tangent().normalized();
Vector2 n2 = (p4x - p3x).tangent().normalized();
p1x -= n1 * offt;
p2x -= n1 * offt;
p3x -= n2 * offt;
p4x -= n2 * offt;
Vector2 xp;
if (!Geometry::segment_intersects_segment_2d(p1x, p2x, p3x, p4x, &xp))
xp = p2x.linear_interpolate(p3x, 0.5) - (n1 + n2).normalized() * offt;
Vector3 tp(xp.x, height, xp.y);
border.write()[k] = tp;
}
return border;
}
PoolVector<Vector3> RoadGrid::get_site_radial_points(int site, float bofft, float offt)
{
int i;
float height = get_site_avg_height(site), max_r = 0.0f;
PoolVector<Vector3> poly = get_site_border(site, bofft);
PoolVector<Vector3> ret;
if (poly.size() == 0)
return PoolVector<Vector3>();
List<Vector3> rpoints;
List<Vector3>::Element *e;
Vector3 center;
for (i = 0; i < poly.size(); i++)
center += poly[i];
center /= poly.size();
for (i = 0; i < poly.size(); i++) {
Vector3 ep1 = poly[i];
Vector3 ep2 = poly[(i + 1) % poly.size()];
Vector3 d = (ep2 - ep1).normalized();
rpoints.push_back(ep1);
float dst = ep1.distance_to(ep2);
while (dst > offt) {
ep1 += d * offt;
rpoints.push_back(ep1);
dst -= offt;
}
}
ret.resize(rpoints.size());
i = 0;
for (e = rpoints.front(); e; e = e->next())
ret.write()[i++] = e->get();
return ret;
}

View File

@@ -6,6 +6,7 @@
#include <core/reference.h>
#include <scene/resources/curve.h>
#include <core/math/random_number_generator.h>
#include <core/math/a_star.h>
#include <modules/voxel/util/noise/fast_noise_lite.h>
class CanvasItem;
@@ -144,6 +145,7 @@ class RoadGrid: public Reference {
GDCLASS(RoadGrid, Object)
protected:
Ref<RandomNumberGenerator> rnd;
Ref<AStar> astar;
int keep_seed;
List<struct cluster> clusters;
Rect2 bounds;
@@ -209,10 +211,7 @@ protected:
}
inline void insert_hedge_to_grid_cell(int x, int y, struct half_edge *hedge)
{
static int count = 0;
count++;
set(x, y, hedge);
printf("count: %d\n", count);
}
};
class hg hedge_grid;
@@ -252,6 +251,7 @@ protected:
}
float grid_width, grid_height;
void sort_angle(Vector<int> &sort_data);
void smooth_heights();
public:
void build(Ref<Curve> curve, Ref<FastNoiseLite> noise);
void draw_debug(Node *drawable, int size_x, int size_y) const;
@@ -369,5 +369,31 @@ public:
{
return map_sites[site].site_type;
}
PoolVector<Vector3> get_site_border(int site, float offt);
PoolVector<Vector3> get_site_radial_points(int site, float bofft, float offt);
Ref<AStar> get_astar() const
{
return astar;
}
inline int get_closest_point(Vector3 to_position, bool include_disabled=false) const
{
return astar->get_closest_point(to_position, include_disabled);
}
inline Vector3 get_closest_position_in_segment(Vector3 to_position) const
{
return astar->get_closest_position_in_segment(to_position);
}
inline PoolVector<Vector3> get_point_path(int p_from_id, int p_to_id)
{
return astar->get_point_path(p_from_id, p_to_id);
}
inline PoolVector<int> get_id_path(int p_from_id, int p_to_id)
{
return astar->get_id_path(p_from_id, p_to_id);
}
inline Vector3 get_point_position(int p_id) const
{
return astar->get_point_position(p_id);
}
};
#endif

View File

@@ -226,7 +226,7 @@ Array Roads::curve_mesh(const PoolVector<Vector3> &points,
Vector3 base = verts[k];
float point = t + 2.0 + base.z;
float right = verts[k].x + tx;
if (t <= l - 2.0) {
if (t < l - 2.0) {
offt1 = curve3->interpolate_baked(point, true);
offt2 = curve3->interpolate_baked(point + 2.0, true);
assert(offt1.distance_squared_to(offt2) > 0.0f);
@@ -564,12 +564,22 @@ void RoadsData::_bind_methods()
ClassDB::bind_method(D_METHOD("get_site_polygon_3d", "site"), &RoadsData::get_site_polygon_3d);
ClassDB::bind_method(D_METHOD("get_here_sites", "position"), &RoadsData::get_here_sites);
ClassDB::bind_method(D_METHOD("get_site_avg_height", "site"), &RoadsData::get_site_avg_height);
#if 0
ClassDB::bind_method(D_METHOD("get_site_border", "site"), &RoadsData::get_site_border);
#endif
ClassDB::bind_method(D_METHOD("site_is_town", "site"), &RoadsData::site_is_town);
ClassDB::bind_method(D_METHOD("site_is_farm", "site"), &RoadsData::site_is_farm);
ClassDB::bind_method(D_METHOD("get_site_count"), &RoadsData::get_site_count);
ClassDB::bind_method(D_METHOD("save_json", "path"), &RoadsData::save_json);
ClassDB::bind_method(D_METHOD("get_site_type", "site"), &RoadsData::get_site_type);
ClassDB::bind_method(D_METHOD("get_site_border", "site", "offt"), &RoadsData::get_site_border);
ClassDB::bind_method(D_METHOD("get_site_radial_points", "site", "bofft", "offt"), &RoadsData::get_site_radial_points);
ClassDB::bind_method(D_METHOD("get_closest_point", "to_position"), &RoadsData::get_closest_point);
ClassDB::bind_method(D_METHOD("get_closest_position_in_segment", "to_position"), &RoadsData::get_closest_position_in_segment);
ClassDB::bind_method(D_METHOD("get_point_path", "p_from_id", "p_to_id"), &RoadsData::get_point_path);
ClassDB::bind_method(D_METHOD("get_id_path", "p_from_id", "p_to_id"), &RoadsData::get_id_path);
ClassDB::bind_method(D_METHOD("get_point_position", "p_id"), &RoadsData::get_point_position);
}
void RoadsData::set_noise(Ref<FastNoiseLite> noise)
{
@@ -606,7 +616,7 @@ float RoadsData::get_sdf(int x, int y, int z)
int site = rg->get_site_from_point(x, z);
// printf("in site %d %d %d\n", site, rg->site_is_town(site), rg->site_is_farm(site));
if (site >= 0 && (rg->site_is_town(site) || rg->site_is_farm(site))) {
ret = y - rg->get_site_avg_height(site) - CLAMP(n * 0.1f, -0.5f, 0.5f);
ret = y - rg->get_site_avg_height(site) - CLAMP(n * 0.1f, -0.05f, 0.05f);
goto out;
}
}

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@@ -1,3 +1,5 @@
#ifndef ROADS_H
#define ROADS_H
#include <modules/world/road_grid.h>
#include <scene/main/node.h>
@@ -128,10 +130,12 @@ public:
{
rg->save_json(path);
}
#if 0
inline PoolVector<Vector3> get_site_border(int site)
{
return rg->get_site_border(site);
}
#endif
inline int get_site_count() const
{
return rg->get_site_count();
@@ -140,5 +144,38 @@ public:
{
return rg->get_site_type(site);
}
inline PoolVector<Vector3> get_site_border(int site, float offt)
{
return rg->get_site_border(site, offt);
}
inline PoolVector<Vector3> get_site_radial_points(int site, float bofft, float offt)
{
return rg->get_site_radial_points(site, bofft, offt);
}
inline Ref<AStar> get_astar() const
{
return rg->get_astar();
}
inline int get_closest_point(Vector3 to_position, bool include_disabled=false) const
{
return rg->get_closest_point(to_position, include_disabled);
}
inline Vector3 get_closest_position_in_segment(Vector3 to_position) const
{
return rg->get_closest_position_in_segment(to_position);
}
inline PoolVector<Vector3> get_point_path(int p_from_id, int p_to_id)
{
return rg->get_point_path(p_from_id, p_to_id);
}
inline PoolVector<int> get_id_path(int p_from_id, int p_to_id)
{
return rg->get_id_path(p_from_id, p_to_id);
}
inline Vector3 get_point_position(int p_id) const
{
return rg->get_point_position(p_id);
}
};
#endif

182
modules/world/spawner.cpp Normal file
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@@ -0,0 +1,182 @@
#include <cassert>
#include <scene/main/viewport.h>
#include <scene/3d/camera.h>
#include "spawner.h"
static Spawner *g_spawner_data = NULL;
Spawner * Spawner::get_singleton()
{
return g_spawner_data;
}
void Spawner::create_singleton()
{
g_spawner_data = memnew(Spawner);
}
void Spawner::destroy_singleton()
{
memdelete(g_spawner_data);
}
void Spawner::_bind_methods()
{
ClassDB::bind_method(D_METHOD("add_scene", "name", "scene"), &Spawner::add_scene);
ClassDB::bind_method(D_METHOD("remove_scene", "name"), &Spawner::remove_scene);
ClassDB::bind_method(D_METHOD("place_scene", "name", "place"), &Spawner::place_scene);
ClassDB::bind_method(D_METHOD("place_scene_relative", "name", "parent", "place"), &Spawner::place_scene_relative);
ClassDB::bind_method(D_METHOD("update_view", "node", "distance"), &Spawner::update_view);
}
void Spawner::add_scene(const StringName &name, Ref<PackedScene> scene)
{
lock.lock();
if (!scenes.has(name)) {
scenes[name] = scene;
positions[name] = PoolVector<struct spawn_object>();
}
lock.unlock();
}
void Spawner::remove_scene(const StringName &name)
{
int i;
lock.lock();
PoolVector<struct spawn_object> pos = positions[name];
for (i = 0; i < pos.size(); i++) {
if (!pos[i].active)
continue;
Object *po = ObjectDB::get_instance(pos[i].instance);
if (po) {
Node *pn = Object::cast_to<Node>(po);
if (pn)
pn->queue_delete();
}
pos.write()[i].active = false;
}
positions.erase(name);
scenes.erase(name);
lock.unlock();
}
void Spawner::place_scene(const StringName &name, const Transform &place)
{
lock.lock();
if (scenes.has(name)) {
struct spawn_object obj;
obj.xform = place;
obj.active = false;
obj.pooled = false;
obj.instance = -1;
PoolVector<struct spawn_object> pos = positions[name];
pos.resize(pos.size() + 1);
pos.write()[pos.size() - 1] = obj;
positions[name] = pos;
force_update = true;
}
lock.unlock();
}
void Spawner::place_scene_relative(const StringName &name, Node *parent, const Transform &place)
{
if (!parent)
return;
lock.lock();
if (scenes.has(name)) {
Node *n = scenes[name]->instance();
Spatial *sp = Object::cast_to<Spatial>(n);
sp->set_transform(place);
parent->call_deferred("add_child", sp);
}
lock.unlock();
}
void Spawner::update_view(Node *node, float distance)
{
if (!node)
return;
Viewport *view = node->get_viewport();
if (!view)
return;
Camera *cam = view->get_camera();
if (!cam)
return;
Transform cam_xform = cam->get_global_transform();
Vector3 org = cam_xform.origin;
if (org.distance_squared_to(last_org) < 64.0f && !force_update)
return;
last_org = org;
const String *key;
lock.lock();
for (key = positions.next(NULL); key; key = positions.next(key)) {
int i;
PoolVector<struct spawn_object> pos = positions[*key];
for (i = 0; i < pos.size(); i++) {
if (!pos[i].active && !pos[i].pooled) {
Transform x = pos[i].xform;
float d = org.distance_squared_to(x.origin);
if (d < distance * distance && pos[i].instance < 0) {
int j;
Node *pn = NULL;
bool pooling = false;
if (pos.size() > 4) {
for (j = 0; j < pos.size(); j++) {
if (j == i)
continue;
if (!pos[j].active && pos[j].instance >= 0 && pos[j].pooled) {
pos.write()[i].instance = pos[j].instance;
pos.write()[j].instance = -1;
pos.write()[j].pooled = false;
Object *po = ObjectDB::get_instance(pos[i].instance);
if (po) {
pn = Object::cast_to<Node>(po);
if (pn) {
pooling = true;
break;
}
}
}
}
}
if (!pn)
pn = scenes[*key]->instance();
assert(pn);
if (pn) {
Spatial *sp = Object::cast_to<Spatial>(pn);
assert(sp);
if (sp) {
if (!pooling)
view->add_child(sp);
sp->set_global_transform(x);
pos.write()[i].instance = sp->get_instance_id();
pos.write()[i].active = true;
pos.write()[i].pooled = false;
sp->show();
} else
memfree(pn);
}
}
} else if (pos[i].active) {
Transform x = pos[i].xform;
float d = org.distance_squared_to(x.origin);
if (d > distance * distance + 2500.0f) {
Object *po = ObjectDB::get_instance(pos[i].instance);
if (po) {
Node *pn = Object::cast_to<Node>(po);
if (pn)
pn->queue_delete();
}
pos.write()[i].active = false;
pos.write()[i].instance = -1;
pos.write()[i].pooled = false;
} else if (d > distance * distance + 600.0f) {
Object *po = ObjectDB::get_instance(pos[i].instance);
if (po) {
Spatial *pn = Object::cast_to<Spatial>(po);
pn->hide();
}
pos.write()[i].active = false;
pos.write()[i].pooled = true;
}
}
}
positions[*key] = pos;
}
force_update = false;
lock.unlock();
}

28
modules/world/spawner.h Normal file
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@@ -0,0 +1,28 @@
#include <scene/main/node.h>
#include <scene/resources/packed_scene.h>
class Spawner: public Object {
GDCLASS(Spawner, Object);
protected:
Vector3 last_org;
bool force_update;
HashMap<String, Ref<PackedScene> > scenes;
struct spawn_object {
Transform xform;
bool active;
bool pooled;
int instance;
};
HashMap<String, PoolVector<struct spawn_object> > positions;
Mutex lock;
static void _bind_methods();
public:
void add_scene(const StringName &name, Ref<PackedScene> scene);
void remove_scene(const StringName &name);
void place_scene(const StringName &name, const Transform &place);
void place_scene_relative(const StringName &name, Node *parent, const Transform &place);
void update_view(Node *node, float distance);
static void create_singleton();
static void destroy_singleton();
static Spawner *get_singleton();
};

324
modules/world/traffic.cpp Normal file
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@@ -0,0 +1,324 @@
#include <cassert>
#include <core/resource.h>
#include <core/os/os.h>
#include <scene/main/scene_tree.h>
#include <scene/main/viewport.h>
#include <scene/3d/camera.h>
#include <scene/resources/packed_scene.h>
#include <scene/3d/vehicle_body.h>
#include "traffic.h"
Traffic::Traffic(): max_spawn_distance(120.0f),
min_spawn_distance(80),
delete_distance(Vector3(100.0f, -60.0f, 180.0f)),
physics_distance(Vector3(30.0f, -20.0f, 60.0f)),
list_cooldown(0.0), debug(false)
{
state = 0;
rnd.instance();
rnd->randomize();
call_deferred("idle_runner");
}
Traffic::~Traffic()
{
}
void Traffic::_bind_methods()
{
ClassDB::bind_method(D_METHOD("idle_runner"), &Traffic::idle_runner);
ClassDB::bind_method(D_METHOD("add_traffic_vehicle", "scene"), &Traffic::add_traffic_vehicle);
ClassDB::bind_method(D_METHOD("remove_traffic_vehicle", "scene"), &Traffic::remove_traffic_vehicle);
}
void Traffic::add_traffic_vehicle(Ref<PackedScene> scene)
{
scenes.push_back(scene);
printf("traffic: added_scene: %d\n", scenes.size());
}
void Traffic::remove_traffic_vehicle(Ref<PackedScene> scene)
{
scenes.erase(scene);
printf("traffic: removed_scene: %d\n", scenes.size());
}
void Traffic::idle_runner()
{
uint64_t before, after;
float delta;
SceneTree *tree = SceneTree::get_singleton();
Viewport *view;
Camera *camera;
Transform cam_xform;
before = OS::get_singleton()->get_ticks_usec();
assert(tree);
delta = tree->get_idle_process_time();
if (state > 0 && debug)
debug_traffic();
if (state > 0)
control_traffic();
switch(state) {
case 0:
debug_mat.instance();
debug_mat->set_flag(SpatialMaterial::FLAG_DISABLE_DEPTH_TEST, true);
debug_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
debug_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
instance = VS::get_singleton()->instance_create();
VS::get_singleton()->instance_set_scenario(instance, tree->get_root()->get_world()->get_scenario());
immediate = VS::get_singleton()->immediate_create();
VisualServer::get_singleton()->instance_set_base(instance, immediate);
VS::get_singleton()->immediate_set_material(immediate, debug_mat->get_rid());
tree->connect("idle_frame", this, "idle_runner");
state = 1;
break;
case 1:
if (list_cooldown > 0.0f) {
list_cooldown -= delta;
return;
}
tree->get_nodes_in_group("traffic_spawn", &spawner_list);
spawner_e = spawner_list.front();
list_cooldown = 0.1f;
if (spawner_list.size() > 0)
state = 2;
spawn_cooldown = 0.0f;
break;
case 2:
if (scenes.size() == 0)
return;
if (!spawner_e) {
state = 1;
return;
}
if (spawn_cooldown > 0.0f) {
spawn_cooldown -= delta;
return;
}
view = tree->get_root();
if (!view)
return;
camera = view->get_camera();
if (!camera)
return;
cam_xform = camera->get_global_transform();
while (spawner_e) {
float dst;
VehicleBody *vb;
Node *nscene;
Spatial *sscene;
Transform xform;
Ref<PackedScene> scene;
Vector3 check_coordinates;
after = OS::get_singleton()->get_ticks_usec();
if (after - before > 2000ULL)
break;
Node *spawner;
Spatial *obj;
spawner = spawner_e->get();
if (!spawner)
goto pass_loop;
if (!spawner->is_in_group("spawn"))
goto pass_loop;
obj = Object::cast_to<Spatial>(spawner);
if (!obj)
goto pass_loop;
if (obj->has_meta("cooldown")) {
float cooldown = obj->get_meta("cooldown");
cooldown -= delta;
if (cooldown >= 0.0f) {
obj->set_meta("cooldown", cooldown);
goto pass_loop;
} else
obj->remove_meta("cooldown");
}
xform = obj->get_global_transform();
check_coordinates = cam_xform.xform_inv(xform.origin);
if (check_coordinates.z > -15.0f && check_coordinates.z < min_spawn_distance && fabsf(check_coordinates.x) < 20.0 )
goto pass_loop;
dst = xform.origin.distance_squared_to(cam_xform.origin);
if (check_coordinates.z > max_spawn_distance || check_coordinates.z < -50.0f || fabsf(check_coordinates.x) > 50.0f)
goto pass_loop;
printf("traffic: spawning scene\n");
scene = scenes[rnd->randi() % scenes.size()];
nscene = scene->instance();
sscene = Object::cast_to<Spatial>(nscene);
view->add_child(sscene);
sscene->set_global_transform(xform);
sscene->add_to_group("traffic_vehicle");
sscene->set("parked", false);
vb = Object::cast_to<VehicleBody>(nscene);
if (vb) {
vb->set_engine_force(2500.0f);
vb->set_steering(0);
RID space = PhysicsServer::get_singleton()->body_get_space(vb->get_rid());
vb->set_meta("space", space);
PhysicsServer::get_singleton()->body_set_space(vb->get_rid(), RID());
}
obj->set_meta("cooldown", 30.0f + rnd->randf() * 30.0);
spawn_cooldown = 0.2f;
pass_loop:
spawner_e = spawner_e->next();
}
break;
};
}
void Traffic::debug_traffic()
{
SceneTree *tree = SceneTree::get_singleton();
List<Node *> traffic_vehicles;
List<Node *>::Element *e;
tree->get_nodes_in_group("traffic_vehicle", &traffic_vehicles);
VS::get_singleton()->immediate_clear(immediate);
if (traffic_vehicles.size() == 0)
return;
printf("traffic: vehicles: %d\n", traffic_vehicles.size());
VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_LINES);
for (e = traffic_vehicles.front(); e; e = e->next()) {
Node *vnode = e->get();
if (!vnode)
continue;
Spatial *vsp = Object::cast_to<Spatial>(vnode);
if (!vsp)
continue;
Transform vxform = vsp->get_global_transform();
VS::get_singleton()->immediate_color(immediate, Color(1, 0, 0, 1));
VS::get_singleton()->immediate_vertex(immediate, vxform.origin);
VS::get_singleton()->immediate_color(immediate, Color(0, 0, 1, 1));
VS::get_singleton()->immediate_vertex(immediate, vxform.origin + Vector3(0, 30, 0));
if (vsp->has_meta("next_target")) {
VS::get_singleton()->immediate_color(immediate, Color(1, 0, 0, 1));
VS::get_singleton()->immediate_vertex(immediate, vxform.origin);
VS::get_singleton()->immediate_color(immediate, Color(1, 0, 0, 1));
VS::get_singleton()->immediate_vertex(immediate, vsp->get_meta("next_target"));
}
if (vsp->has_meta("target")) {
VS::get_singleton()->immediate_color(immediate, Color(1, 0, 1, 1));
VS::get_singleton()->immediate_vertex(immediate, vxform.origin);
VS::get_singleton()->immediate_color(immediate, Color(1, 0, 1, 1));
VS::get_singleton()->immediate_vertex(immediate, vsp->get_meta("target"));
}
if (vsp->has_meta("x_target")) {
VS::get_singleton()->immediate_color(immediate, Color(0, 1, 0, 1));
VS::get_singleton()->immediate_vertex(immediate, vxform.origin);
VS::get_singleton()->immediate_color(immediate, Color(0, 1, 0, 1));
Vector3 vp = vsp->get_meta("x_target");
VS::get_singleton()->immediate_vertex(immediate, vxform.xform(vp));
}
if (vsp->has_meta("vel")) {
VS::get_singleton()->immediate_color(immediate, Color(1, 1, 1, 1));
VS::get_singleton()->immediate_vertex(immediate, vxform.origin);
VS::get_singleton()->immediate_color(immediate, Color(0, 0, 1, 1));
Vector3 vp = vsp->get_meta("vel");
if (vp.length_squared() == 0.0f) {
vp += Vector3(0, 2, 0);
}
VS::get_singleton()->immediate_vertex(immediate, vxform.xform(vp));
}
if (vsp->has_meta("curve")) {
Ref<Curve3D> curve = vsp->get_meta("curve");
if (curve->get_point_count() > 0) {
float offt = curve->get_closest_offset(vxform.origin);
float plength = curve->get_baked_length();
float pstart = CLAMP(offt - 4.0f, 0.0f, plength);
Vector3 pt = curve->interpolate_baked(offt, false);
VS::get_singleton()->immediate_color(immediate, Color(1, 1, 1, 1));
VS::get_singleton()->immediate_vertex(immediate, vxform.origin);
VS::get_singleton()->immediate_color(immediate, Color(0, 1, 0, 1));
VS::get_singleton()->immediate_vertex(immediate, pt);
while (pstart < offt + 8.0 && pstart < plength) {
Vector3 opt = curve->interpolate_baked(pstart, false);
float c = (pstart - offt + 4.0) / 16.0f;
c = CLAMP(c, 0.0f, 1.0f);
VS::get_singleton()->immediate_color(immediate, Color(1, c, c, 1));
VS::get_singleton()->immediate_vertex(immediate, opt);
VS::get_singleton()->immediate_color(immediate, Color(1, c, c, 1));
VS::get_singleton()->immediate_vertex(immediate, opt + Vector3(0, 10, 0));
pstart += 1.0f;
}
}
}
}
VS::get_singleton()->immediate_end(immediate);
}
void Traffic::control_traffic()
{
Viewport *view;
Camera *camera;
Transform cam_xform;
SceneTree *tree = SceneTree::get_singleton();
List<Node *> traffic_vehicles;
List<Node *>::Element *e;
tree->get_nodes_in_group("traffic_vehicle", &traffic_vehicles);
view = tree->get_root();
camera = view->get_camera();
cam_xform = camera->get_global_transform();
for (e = traffic_vehicles.front(); e; e = e->next()) {
Node *node = e->get();
Spatial *sp = Object::cast_to<Spatial>(node);
Transform xform = sp->get_global_transform();
Vector3 check = cam_xform.xform_inv(xform.origin);
/* TODO: use AABB instead */
if (fabsf(check.x) > delete_distance.x ||
check.z > delete_distance.z ||
check.z < delete_distance.y)
sp->queue_delete();
else if (fabsf(check.x) > physics_distance.x + 1.0f ||
check.z > physics_distance.z + 1.0f ||
check.z < physics_distance.y - 1) {
if (!sp->has_meta("space"))
vehicle_disable_physics(sp);
} else if (fabsf(check.x) < physics_distance.x - 1.0f ||
check.z < physics_distance.z - 1.0f ||
check.z > physics_distance.y + 1) {
if (sp->has_meta("space"))
vehicle_enable_physics(sp);
}
}
}
void Traffic::vehicle_enable_physics(Spatial *obj)
{
RigidBody *body = Object::cast_to<RigidBody>(obj);
if (!body)
return;
RID space = obj->get_meta("space");
PhysicsServer::get_singleton()->body_set_space(body->get_rid(), space);
obj->remove_meta("space");
if (obj->has_meta("velocity")) {
Vector3 velocity = obj->get_meta("velocity");
body->set_linear_velocity(velocity);
}
}
void Traffic::vehicle_disable_physics(Spatial *obj)
{
RigidBody *body = Object::cast_to<RigidBody>(obj);
if (!body)
return;
RID space = PhysicsServer::get_singleton()->body_get_space(body->get_rid());
Vector3 velocity = body->get_linear_velocity();
obj->set_meta("space", space);
obj->set_meta("velocity", velocity);
PhysicsServer::get_singleton()->body_set_space(body->get_rid(), RID());
}
static Traffic *g_traffic_data = NULL;
Traffic *Traffic::get_singleton()
{
return g_traffic_data;
}
void Traffic::create_singleton()
{
g_traffic_data = memnew(Traffic);
}
void Traffic::destroy_singleton()
{
memdelete(g_traffic_data);
g_traffic_data = NULL;
}

48
modules/world/traffic.h Normal file
View File

@@ -0,0 +1,48 @@
#include <modules/world/roads.h>
class Traffic: public Object {
GDCLASS(Traffic, Object);
protected:
static void _bind_methods();
Vector<Ref<PackedScene> > scenes;
int state;
List<Node *> spawner_list;
List<Node *>::Element *spawner_e;
float max_spawn_distance;
float min_spawn_distance;
Vector3 delete_distance,
physics_distance;
Ref<RandomNumberGenerator> rnd;
float list_cooldown, spawn_cooldown;
RID immediate, instance;
Ref<SpatialMaterial> debug_mat;
bool debug;
void debug_traffic();
void control_traffic();
void vehicle_enable_physics(Spatial *obj);
void vehicle_disable_physics(Spatial *obj);
public:
Traffic();
~Traffic();
void add_traffic_vehicle(Ref<PackedScene> scene);
void remove_traffic_vehicle(Ref<PackedScene> scene);
void idle_runner();
inline void set_seed(int seed)
{
rnd->set_seed(seed);
}
inline int get_state()
{
return rnd->get_state();
}
inline void set_state(int seed)
{
rnd->set_state(seed);
}
static Traffic *get_singleton();
static void create_singleton();
static void destroy_singleton();
};