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