feat(M01): add explicit streaming focus
Work-Package: M01-RND-STREAMING-FOCUS-001 Agent: sindo-main-codex
This commit is contained in:
@@ -1,5 +1,5 @@
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@tool
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## Streams Azeroth terrain around the active camera with chunk-based LODs.
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## Streams Azeroth terrain around an explicit [StreamingFocus] with chunk-based LODs.
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extends Node3D
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const ADT_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/adt_builder.gd")
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@@ -12,6 +12,8 @@ const WMO_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/wmo_buil
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const M2_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/m2_builder.gd")
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const M2_NATIVE_ANIMATED_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/m2_native_animated_builder.gd")
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const M2_NATIVE_ANIMATOR_SCRIPT := preload("res://src/scenes/streaming/m2_native_animator.gd")
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const STREAMING_FOCUS_SCRIPT := preload("res://src/domain/streaming/streaming_focus.gd")
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const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
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const REQUIRED_BAKED_TILE_FORMAT_VERSION := 5
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const REQUIRED_SPLAT_TILE_FORMAT_VERSION := 1
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const REQUIRED_CONTROL_SPLAT_TILE_FORMAT_VERSION := 3
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@@ -29,6 +31,9 @@ const QUALITY_HIGH := "High"
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@export var extracted_dir: String = "res://data/extracted"
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@export var map_name: String = "Azeroth"
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## Optional scene adapter source. Any Node3D may provide the runtime focus.
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@export var streaming_focus_source_path: NodePath
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## Camera used only by the optional automatic overview positioning feature.
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@export var camera_path: NodePath
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@export_enum("Custom", "Performance", "Balanced", "High") var quality_preset: String = QUALITY_CUSTOM
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@@ -213,6 +218,8 @@ var _tile_min := Vector2i(63, 63)
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var _tile_max := Vector2i(0, 0)
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var _camera_initialized := false
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var _editor_signature := ""
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var _streaming_focus: StreamingFocus
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var _missing_focus_source_reported := false
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var _last_focus_pos := Vector3.ZERO
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var _dbg_chunks_created := 0
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var _dbg_chunks_null := 0
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@@ -293,6 +300,8 @@ func _ready() -> void:
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_tick_editor_streaming()
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elif auto_position_camera:
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_position_camera_over_world()
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if not Engine.is_editor_hint():
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_capture_streaming_focus_from_source()
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set_process(true)
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call_deferred("_refresh_streaming_targets_after_ready")
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@@ -364,7 +373,7 @@ func _process(delta: float) -> void:
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if Engine.is_editor_hint():
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_tick_editor_streaming()
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else:
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_refresh_streaming_targets(false)
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refresh_streaming_focus(false)
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did_refresh = true
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_profile_section(timings, "refresh", section_start, profile_enabled)
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_log_hitch_profile(profile_start, timings, did_refresh, profile_enabled)
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@@ -590,10 +599,11 @@ func _tick_editor_streaming() -> void:
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var focus_world := _tile_center_to_world(editor_preview_center_x, editor_preview_center_y)
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if editor_follow_view_camera:
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var editor_camera := _get_stream_camera()
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var editor_camera := _get_editor_view_camera()
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if editor_camera:
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focus_world += editor_camera.global_position
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_refresh_editor_streaming_targets_at(focus_world, false)
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_set_streaming_focus_from_vector3(focus_world)
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_refresh_editor_streaming_targets_at(_streaming_focus_to_vector3(), false)
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func _scan_available_tiles() -> void:
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@@ -681,24 +691,28 @@ func _load_tiles_from_directory() -> void:
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_tile_max.y = max(_tile_max.y, ty)
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func _refresh_streaming_targets(force: bool) -> void:
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var camera := _get_stream_camera()
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if camera == null:
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return
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## Replaces the current streaming point without requiring a Node or Camera3D.
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func set_streaming_focus(streaming_focus: StreamingFocus) -> void:
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_streaming_focus = streaming_focus
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## Samples the configured scene source, then refreshes streaming from the typed focus.
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## Returns false when no valid focus is available; existing streamed content is retained.
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func refresh_streaming_focus(force: bool = false) -> bool:
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_capture_streaming_focus_from_source()
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if _streaming_focus == null or _streaming_focus.world_position == null:
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return false
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_terrain_root.position = Vector3.ZERO
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_refresh_streaming_targets_at(camera.global_position, force)
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_refresh_streaming_targets_at(_streaming_focus_to_vector3(), force)
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return true
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func _refresh_streaming_targets_after_ready() -> void:
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var camera := _get_stream_camera()
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if camera == null:
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return
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_terrain_root.position = Vector3.ZERO
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_has_refresh_focus = false
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_refresh_streaming_targets_at(camera.global_position, false)
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refresh_streaming_focus(false)
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## Core streaming update — works for both game (camera pos) and editor (preview center pos).
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## Core streaming update for runtime and editor focus positions.
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func _refresh_editor_streaming_targets_at(focus_pos: Vector3, force: bool) -> void:
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if not force and not _should_refresh_focus(focus_pos):
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return
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@@ -3048,32 +3062,46 @@ func _is_tile_queued(key: String) -> bool:
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return false
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func _get_stream_camera() -> Camera3D:
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if Engine.is_editor_hint():
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# The 3D editor viewport camera lives in EditorInterface, not get_viewport().
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# get_viewport().get_camera_3d() from a @tool script returns whichever Camera3D
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# belongs to the edited scene (often null), so editor-view movement is invisible
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# unless we reach into EditorInterface.
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var vp := EditorInterface.get_editor_viewport_3d(0)
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if vp != null:
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var cam := vp.get_camera_3d()
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if cam:
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return cam
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func _capture_streaming_focus_from_source() -> void:
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if streaming_focus_source_path == NodePath():
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return
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var focus_source := get_node_or_null(streaming_focus_source_path) as Node3D
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if focus_source == null:
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if not _missing_focus_source_reported:
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push_warning("Streaming focus source is missing or is not Node3D: %s" % streaming_focus_source_path)
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_missing_focus_source_reported = true
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return
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_missing_focus_source_reported = false
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_set_streaming_focus_from_vector3(focus_source.global_position)
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if camera_path != NodePath():
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var from_path := get_node_or_null(camera_path)
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if from_path is Camera3D:
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return from_path
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var viewport_camera := get_viewport().get_camera_3d()
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if viewport_camera:
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return viewport_camera
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func _set_streaming_focus_from_vector3(world_position: Vector3) -> void:
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var typed_world_position = GODOT_WORLD_POSITION_SCRIPT.new(
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world_position.x,
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world_position.y,
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world_position.z
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)
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set_streaming_focus(STREAMING_FOCUS_SCRIPT.new(typed_world_position))
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for child in get_children():
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if child is Camera3D and child.current:
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return child
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return null
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func _streaming_focus_to_vector3() -> Vector3:
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var world_position: GodotWorldPosition = _streaming_focus.world_position
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return Vector3(world_position.x_units, world_position.y_units, world_position.z_units)
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func _get_editor_view_camera() -> Camera3D:
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# EditorInterface owns this camera. This method is the explicit editor adapter;
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# runtime streaming never discovers a viewport camera.
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var editor_viewport := EditorInterface.get_editor_viewport_3d(0)
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if editor_viewport == null:
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return null
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return editor_viewport.get_camera_3d()
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func _get_auto_position_camera() -> Camera3D:
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if camera_path == NodePath():
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return null
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return get_node_or_null(camera_path) as Camera3D
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func _can_use_baked_tile_cache() -> bool:
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@@ -5365,7 +5393,7 @@ func _position_camera_over_world() -> void:
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if _camera_initialized:
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return
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var camera := _get_stream_camera()
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var camera := _get_auto_position_camera()
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if camera == null:
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return
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