pandemonium_engine/modules/props/prop_instance_prop_job.h

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#ifndef PROP_JOB_H
#define PROP_JOB_H
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/*************************************************************************/
/* prop_instance_prop_job.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 "prop_instance_job.h"
#include "modules/modules_enabled.gen.h"
class PropMesher;
class PropInstance;
class PropInstanceMerger;
class PropMesherJobStep;
class PropMaterialCache;
class Shape;
class PropLight;
class PropDataTiledWall;
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
class PropDataMeshData;
#endif
class PropInstancePropJob : public PropInstanceJob {
GDCLASS(PropInstancePropJob, PropInstanceJob);
public:
Ref<PropMaterialCache> get_material_cache();
void set_material_cache(const Ref<PropMaterialCache> &cache);
Ref<PropMesherJobStep> get_jobs_step(const int index) const;
void set_jobs_step(const int index, const Ref<PropMesherJobStep> &step);
void remove_jobs_step(const int index);
void add_jobs_step(const Ref<PropMesherJobStep> &step);
int get_jobs_step_count() const;
void add_collision_shape(const Ref<Shape> &shape, const Transform &transform, const bool owns_shape = false);
void clear_collision_shapes();
PropInstanceMerger *get_prop_instace();
void set_prop_instace(PropInstanceMerger *prop);
void set_prop_instace_bind(Node *prop);
Ref<PropMesher> get_prop_mesher() const;
void set_prop_mesher(const Ref<PropMesher> &mesher);
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
void add_mesh(const Ref<PropDataMeshData> &mesh_data, const Transform &base_transform);
void clear_meshes();
#endif
void add_tiled_wall(const Ref<PropDataTiledWall> &data, const Transform &base_transform);
void clear_tiled_walls();
void add_light(const Ref<PropLight> &light);
void clear_lights();
void _physics_process(float delta);
void _execute_phase();
void _reset();
void phase_setup_cache();
void phase_physics_process();
void phase_prop();
void phase_steps();
void step_type_normal();
void step_type_normal_lod();
void step_type_drop_uv2();
void step_type_merge_verts();
void step_type_bake_texture();
void step_type_simplify_mesh();
Array merge_mesh_array(Array arr) const;
Array bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color = 0.7) const;
void reset_meshes();
PropInstancePropJob();
~PropInstancePropJob();
protected:
static void _bind_methods();
protected:
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
struct PMDREntry {
Ref<PropDataMeshData> mesh_data;
Transform base_transform;
};
#endif
struct PTWEntry {
Ref<PropDataTiledWall> data;
Transform base_transform;
};
struct CollisionShapeEntry {
Ref<Shape> shape;
Transform transform;
bool owns_shape;
CollisionShapeEntry();
};
Ref<PropMaterialCache> _material_cache;
Vector<Ref<PropMesherJobStep>> _job_steps;
int _current_job_step;
int _current_mesh;
Ref<PropMesher> _prop_mesher;
PropInstanceMerger *_prop_instace;
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
Vector<PMDREntry> _prop_mesh_datas;
#endif
Vector<CollisionShapeEntry> _collision_shapes;
Vector<PTWEntry> _prop_tiled_wall_datas;
Array temp_mesh_arr;
};
#endif