#ifndef PROP_INSTANCE_MERGER_H #define PROP_INSTANCE_MERGER_H #include "prop_instance.h" #include "scene/main/spatial.h" #include "core/math/vector3.h" #include "prop_instance_prop_job.h" #include "props/prop_data.h" class MeshDataInstance; class PropInstanceMerger : public PropInstance { GDCLASS(PropInstanceMerger, PropInstance); public: static const float LOD_CHECK_INTERVAL; bool get_building(); void set_building(const bool value); int get_lod_level(); void set_lod_level(const int value); bool get_auto_lod(); void set_auto_lod(const bool value); float get_first_lod_distance_squared(); void set_first_lod_distance_squared(const float dist); float get_lod_reduction_distance_squared(); void set_lod_reduction_distance_squared(const float dist); Ref get_job(); void set_job(const Ref &job); ///Materials Ref material_get(const int index); void material_add(const Ref &value); int material_get_num() const; void materials_clear(); Vector materials_get(); void materials_set(const Vector &materials); //Meshes RID mesh_get(const int index); RID mesh_instance_get(const int index); void mesh_add(const RID mesh_instance, const RID mesh); int mesh_get_num() const; void meshes_clear(); void meshes_create(const int num); Vector meshes_get(); void meshes_set(const Vector &meshes); //Colliders Transform collider_local_transform_get(const int index); RID collider_body_get(const int index); Ref collider_shape_get(const int index); RID collider_shape_rid_get(const int index); int collider_add(const Transform &local_transform, const Ref &shape, const RID &shape_rid, const RID &body, const bool owns_shape = false); int collider_get_num() const; void colliders_clear(); Vector colliders_get(); void colliders_set(const Vector &colliders); void check_auto_lod(); void apply_lod_level(); //Debug void debug_mesh_allocate(); void debug_mesh_free(); bool debug_mesh_has(); void debug_mesh_clear(); void debug_mesh_array_clear(); void debug_mesh_add_vertices_to(const PoolVector3Array &arr); void debug_mesh_send(); void draw_debug_mdr_colliders(); void free_meshes(); void free_colliders(); virtual void _init_materials(); virtual void _build(); virtual void _build_finished(); void _prop_preprocess(Transform tarnsform, const Ref &prop); void collision_layer_changed(); void collision_mask_changed(); virtual void _create_job(); PropInstanceMerger(); ~PropInstanceMerger(); protected: void _notification(int p_what); static void _bind_methods(); protected: struct ColliderBody { Transform transform; RID body; Ref shape; RID shape_rid; bool owns_shape; ColliderBody() { owns_shape = false; } }; struct MeshEntry { RID mesh; RID mesh_instance; }; private: bool _build_queued; bool _building; int _lod_level; Transform _last_transform; Ref _job; Vector> _materials; Vector _meshes; Vector _colliders; bool _auto_lod; bool _auto_lod_on; float _first_lod_distance_squared; float _lod_reduction_distance_squared; float _lod_check_timer; //debug RID _debug_mesh_rid; RID _debug_mesh_instance; PoolVector3Array _debug_mesh_array; }; #endif