#ifndef TERRAIN_JOB_H #define TERRAIN_JOB_H /*************************************************************************/ /* terrain_job.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 "scene/resources/texture.h" #include "core/os/thread_pool_job.h" #include "../../defines.h" class TerrainChunk; class TerrainJob : public ThreadPoolJob { GDCLASS(TerrainJob, ThreadPoolJob); public: static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE; enum ActiveBuildPhaseType { BUILD_PHASE_TYPE_NORMAL = 0, BUILD_PHASE_TYPE_PROCESS, BUILD_PHASE_TYPE_PHYSICS_PROCESS, }; public: ActiveBuildPhaseType get_build_phase_type(); void set_build_phase_type(TerrainJob::ActiveBuildPhaseType build_phase_type); void set_chunk(const Ref &chunk); int get_phase(); void set_phase(const int phase); void next_phase(); bool get_build_done(); void set_build_done(const bool val); void next_job(); void reset(); virtual void _reset(); void _execute(); void execute_phase(); virtual void _execute_phase(); void process(const float delta); void physics_process(const float delta); void generate_ao(); void generate_random_ao(int seed, int octaves = 4, int period = 30, float persistence = 0.3, float scale_factor = 0.6); Array merge_mesh_array(Array arr) const; Array bake_mesh_array_uv(Array arr, Ref tex, float mul_color = 0.7) const; void chunk_exit_tree(); TerrainJob(); ~TerrainJob(); protected: static void _bind_methods(); ActiveBuildPhaseType _build_phase_type; bool _build_done; int _phase; bool _in_tree; Ref _chunk; }; VARIANT_ENUM_CAST(TerrainJob::ActiveBuildPhaseType); #endif