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
#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