pandemonium_engine/modules/props/jobs/prop_mesher_job_step.h

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#ifndef PROP_MESHER_JOB_STEP_H
#define PROP_MESHER_JOB_STEP_H
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/*************************************************************************/
/* prop_mesher_job_step.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/object/reference.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_MESH_UTILS_ENABLED
#include "../../mesh_utils/fast_quadratic_mesh_simplifier.h"
#endif
class PropMesherJobStep : public Reference {
GDCLASS(PropMesherJobStep, Reference);
public:
//todo add:
//type generate lighting,
//type skip (this would leave the mesh empty)
//type previous mesh (this would set the previous mesh's rid to the current lod level)
enum PropMesherJobStepType {
TYPE_NORMAL = 0,
TYPE_NORMAL_LOD,
TYPE_DROP_UV2,
TYPE_MERGE_VERTS,
TYPE_BAKE_TEXTURE,
TYPE_SIMPLIFY_MESH,
TYPE_OTHER,
};
static const String BINDING_STRING_PROP_MESHER_JOB_STEP_TYPE;
PropMesherJobStepType get_job_type() const;
void set_job_type(const PropMesherJobStepType value);
int get_lod_index() const;
void set_lod_index(const int value);
#ifdef MODULE_MESH_UTILS_ENABLED
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Ref<FastQuadraticMeshSimplifier> get_fqms();
void set_fqms(const Ref<FastQuadraticMeshSimplifier> &val);
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float get_simplification_step_ratio() const;
void set_simplification_step_ratio(const float value);
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int get_simplification_steps() const;
void set_simplification_steps(const int value);
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float get_simplification_agressiveness() const;
void set_simplification_agressiveness(const float value);
#endif
PropMesherJobStep();
~PropMesherJobStep();
protected:
static void _bind_methods();
PropMesherJobStepType _job_type;
int _lod_index;
#ifdef MODULE_MESH_UTILS_ENABLED
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Ref<FastQuadraticMeshSimplifier> _fqms;
float _simplification_step_ratio;
int _simplification_steps;
float _simplification_agressiveness;
#endif
};
VARIANT_ENUM_CAST(PropMesherJobStep::PropMesherJobStepType);
#endif