pandemonium_engine/modules/terraman/meshers/terrain_mesher.h

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#ifndef TERRAIN_TOOLS_H
#define TERRAIN_TOOLS_H
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#include "core/math/color.h"
#include "core/object/reference.h"
#include "core/containers/vector.h"
#include "../defines.h"
#include "core/containers/pool_vector.h"
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#include "scene/3d/mesh_instance.h"
#include "core/math/rect2.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "scene/main/node.h"
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#include "scene/resources/material/material.h"
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#include "scene/resources/mesh/mesh.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../../mesh_data_resource/mesh_data_resource.h"
#endif
#include "../library/terrain_library.h"
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class TerrainLibrary;
class TerrainChunk;
class TerrainMesher : public Reference {
GDCLASS(TerrainMesher, Reference);
public:
const double PI_2 = 3.141592653589793238463 / 2;
const double PI = 3.141592653589793238463;
struct Vertex {
Vector3 vertex;
Color color;
Vector3 normal; // normal, binormal, tangent
Vector3 binormal;
Vector3 tangent;
Vector2 uv;
Vector2 uv2;
Vector<int> bones;
Vector<float> weights;
bool operator==(const Vertex &p_vertex) const;
Vertex() {}
};
struct VertexHasher {
static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
};
struct WeightSort {
int index;
float weight;
bool operator<(const WeightSort &p_right) const {
return weight < p_right.weight;
}
};
public:
int get_channel_index_type() const;
void set_channel_index_type(const int value);
int get_channel_index_isolevel() const;
void set_channel_index_isolevel(const int value);
int get_mesher_index() const;
void set_mesher_index(const int value);
int get_format() const;
void set_format(const int value);
int get_texture_scale() const;
void set_texture_scale(const int value);
int get_lod_index() const;
void set_lod_index(const int value);
Ref<TerrainLibrary> get_library();
void set_library(const Ref<TerrainLibrary> &library);
Ref<Material> get_material();
void set_material(const Ref<Material> &material);
float get_ao_strength() const;
void set_ao_strength(const float value);
float get_base_light_value() const;
void set_base_light_value(const float value);
float get_voxel_scale() const;
void set_voxel_scale(const float voxel_scale);
Rect2 get_uv_margin() const;
void set_uv_margin(const Rect2 margin);
bool get_is_liquid_mesher() const;
void set_is_liquid_mesher(const bool value);
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void reset();
void add_chunk(Ref<TerrainChunk> chunk);
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
void add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position = Vector3(0, 0, 0), const Vector3 rotation = Vector3(0, 0, 0), const Vector3 scale = Vector3(1.0, 1.0, 1.0), const Rect2 uv_rect = Rect2(0, 0, 1, 1));
void add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform, const Rect2 uv_rect = Rect2(0, 0, 1, 1));
void add_mesh_data_resource_transform_colored(Ref<MeshDataResource> mesh, const Transform transform, const PoolColorArray &colors, const Rect2 uv_rect = Rect2(0, 0, 1, 1));
#endif
void add_mesher(const Ref<TerrainMesher> &mesher);
void _add_mesher(const Ref<TerrainMesher> &mesher);
void bake_colors(Ref<TerrainChunk> chunk);
void bake_liquid_colors(Ref<TerrainChunk> chunk);
PoolVector<Vector3> build_collider() const;
void bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &lights);
Array build_mesh();
void build_mesh_into(RID mesh);
void generate_normals(bool p_flip = false);
void remove_doubles();
void remove_doubles_hashed();
PoolVector<Vector3> get_vertices() const;
void set_vertices(const PoolVector<Vector3> &values);
int get_vertex_count() const;
Vector3 get_vertex(const int idx) const;
void remove_vertex(const int idx);
void add_vertex(const Vector3 &vertex);
PoolVector<Vector3> get_normals() const;
void set_normals(const PoolVector<Vector3> &values);
Vector3 get_normal(const int idx) const;
void add_normal(const Vector3 &normal);
PoolVector<Color> get_colors() const;
void set_colors(const PoolVector<Color> &values);
Color get_color(const int idx) const;
void add_color(const Color &color);
PoolVector<Vector2> get_uvs() const;
void set_uvs(const PoolVector<Vector2> &values);
Vector2 get_uv(const int idx) const;
void add_uv(const Vector2 &vector);
PoolVector<Vector2> get_uv2s() const;
void set_uv2s(const PoolVector<Vector2> &values);
Vector2 get_uv2(const int idx) const;
void add_uv2(const Vector2 &vector);
PoolVector<int> get_indices() const;
void set_indices(const PoolVector<int> &values);
int get_indices_count() const;
int get_index(const int idx) const;
void remove_index(const int idx);
void add_indices(const int index);
TerrainMesher(const Ref<TerrainLibrary> &library);
TerrainMesher();
~TerrainMesher();
protected:
static void _bind_methods();
int _channel_index_type;
int _channel_index_isolevel;
int _mesher_index;
int _format;
int _texture_scale;
int _lod_index;
bool _is_liquid_mesher;
PoolVector<Vertex> _vertices;
PoolVector<int> _indices;
Color _last_color;
Vector3 _last_normal;
Vector2 _last_uv;
Vector2 _last_uv2;
Vector<int> _last_bones;
Vector<float> _last_weights;
Plane _last_tangent;
Ref<TerrainLibrary> _library;
Ref<Material> _material;
float _voxel_scale;
float _ao_strength;
float _base_light_value;
Rect2 _uv_margin;
};
#endif