#ifndef PROP_MESHER_JOB_STEP_H #define PROP_MESHER_JOB_STEP_H /*************************************************************************/ /* 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 Ref get_fqms(); void set_fqms(const Ref &val); float get_simplification_step_ratio() const; void set_simplification_step_ratio(const float value); int get_simplification_steps() const; void set_simplification_steps(const int value); 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 Ref _fqms; float _simplification_step_ratio; int _simplification_steps; float _simplification_agressiveness; #endif }; VARIANT_ENUM_CAST(PropMesherJobStep::PropMesherJobStepType); #endif