2022-03-17 22:33:22 +01:00
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#ifndef TERRAIN_JOB_H
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#define TERRAIN_JOB_H
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2023-12-17 22:59:50 +01:00
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2022-03-15 13:29:32 +01:00
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#include "scene/resources/texture.h"
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2022-09-10 04:16:50 +02:00
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#include "core/os/thread_pool_job.h"
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2022-03-15 13:29:32 +01:00
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#include "../../defines.h"
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class TerrainChunk;
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class TerrainJob : public ThreadPoolJob {
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GDCLASS(TerrainJob, ThreadPoolJob);
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public:
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static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
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enum ActiveBuildPhaseType {
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BUILD_PHASE_TYPE_NORMAL = 0,
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BUILD_PHASE_TYPE_PROCESS,
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BUILD_PHASE_TYPE_PHYSICS_PROCESS,
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};
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public:
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ActiveBuildPhaseType get_build_phase_type();
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void set_build_phase_type(TerrainJob::ActiveBuildPhaseType build_phase_type);
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void set_chunk(const Ref<TerrainChunk> &chunk);
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int get_phase();
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void set_phase(const int phase);
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void next_phase();
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bool get_build_done();
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void set_build_done(const bool val);
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void next_job();
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void reset();
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virtual void _reset();
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void _execute();
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void execute_phase();
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virtual void _execute_phase();
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void process(const float delta);
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void physics_process(const float delta);
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void generate_ao();
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void generate_random_ao(int seed, int octaves = 4, int period = 30, float persistence = 0.3, float scale_factor = 0.6);
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Array merge_mesh_array(Array arr) const;
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Array bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color = 0.7) const;
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void chunk_exit_tree();
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TerrainJob();
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~TerrainJob();
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protected:
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static void _bind_methods();
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ActiveBuildPhaseType _build_phase_type;
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bool _build_done;
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int _phase;
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bool _in_tree;
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Ref<TerrainChunk> _chunk;
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};
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VARIANT_ENUM_CAST(TerrainJob::ActiveBuildPhaseType);
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#endif
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