This is a c++ engine module for the Godot Engine.
It gives you props, and editor utilities to convert scenes to props.
This branch tries to follow godot's master branch (as much as I have time).
For different godot versions look at the other branches.
Status for this branch: Update for 4.0 is work in progress.
You can grab a pre-built editor binary from the Broken Seals repo, should you want to. It contains all my modules.
Mesh Data Resource: Support for merged meshes, even in gles2.
Texture Packer: Prop2D Instance will use this to merge textures.
Thread Pool: Prop2D Instance will use this for multithreaded generation.
Prop2Ds are basicly 3D scenes in a simple format, so other things can easily process them without instancing.
For example if you create a building from MeshDataInstances, and then convert that scene to a prop, Voxelman can spawn it, merge it's meshes, and create lods without any scene instancing.
Prop2DData is the main class you'll use, it's main purpose it to store a list of Prop2DDataEntries.
These are the classes that actually store data.
They contain 4 methods for scene->prop conversion, namely:
//Whether or not this Prop2DDataEntry can process the given Node.
virtual bool _processor_handles(Node *node);
//Save the given Node into the given prop_data any way you like, at tranform.
virtual void _processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform &transform);
//Turn Prop2DDataEntry back into a Node
virtual Node *_processor_get_node_for(const Transform &transform);
//Whether the system should skip evaluating the children of a processes Node or not. See Prop2DDataScene, or Prop2DDataProp2D.
virtual bool _processor_evaluate_children();
Prop2DInstances are not yet finished.
They will be able to merge meshes, texture etc from a Prop2D, and also generate lods for it.
Essentially they will be a more advanced MeshInstance.
Voxelman implements all of this, just haven't finished porting it yet.
The Prop2DUtils singleton helps with scene->prop conversion.
You can register new Prop2DDataEntries as processors, should you need to.
You can either click the new "To Prop2D" button on the menubar of the 3D scene for a quick conversion, or look into Project->Tools.
- Get the source code for the engine.
If you want Godot 3.2:
git clone -b 3.2 https://github.com/godotengine/godot.git godot
If you want Godot 4.0:
git clone https://github.com/godotengine/godot.git godot
- Go into Godot's modules directory.
cd ./godot/modules/
- Clone this repository
git clone https://github.com/Relintai/props props
- Build Godot. Tutorial