#ifndef PROP_2D_JOB_H #define PROP_2D_JOB_H /*************************************************************************/ /* prop_2d_instance_prop_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 "prop_2d_instance_job.h" #include "scene/resources/shapes_2d/shape_2d.h" #include "modules/modules_enabled.gen.h" class Prop2DMesher; class Prop2DInstance; class Prop2DInstanceMerger; class Prop2DMesherJobStep; class Prop2DMaterialCache; class Shape; class Prop2DLight; class Prop2DDataTiledWall2D; #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED class Prop2DDataMeshData; #endif class Prop2DInstanceProp2DJob : public Prop2DInstanceJob { GDCLASS(Prop2DInstanceProp2DJob, Prop2DInstanceJob); public: Ref get_material_cache(); void set_material_cache(const Ref &cache); void add_collision_shape(const Ref &shape, const Transform2D &transform, const bool owns_shape = false); void clear_collision_shapes(); Prop2DInstanceMerger *get_prop_instace(); void set_prop_instace(Prop2DInstanceMerger *prop); void set_prop_instace_bind(Node *prop); Ref get_prop_mesher() const; void set_prop_mesher(const Ref &mesher); #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED void add_mesh(const Ref &mesh_data, const Transform2D &base_transform); void clear_meshes(); #endif void add_tiled_wall(const Ref &data, const Transform2D &base_transform); void clear_tiled_walls(); void add_light(const Ref &light); void clear_lights(); void _physics_process(float delta); void _execute_phase(); void _reset(); void phase_setup_cache(); void phase_physics_process(); void phase_prop(); void phase_steps(); void step_type_normal(); Array merge_mesh_array(Array arr) const; Array bake_mesh_array_uv(Array arr, Ref tex, float mul_color = 0.7) const; void reset_meshes(); Prop2DInstanceProp2DJob(); ~Prop2DInstanceProp2DJob(); protected: static void _bind_methods(); protected: #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED struct PMDREntry { Ref mesh_data; Transform2D base_transform; }; #endif struct PTWEntry { Ref data; Transform2D base_transform; }; struct CollisionShapeEntry { Ref shape; Transform2D transform; bool owns_shape; CollisionShapeEntry() { owns_shape = false; } }; Ref _material_cache; Ref _prop_mesher; Prop2DInstanceMerger *_prop_instace; #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED Vector _prop_mesh_datas; #endif Vector _collision_shapes; Vector _prop_tiled_wall_datas; Array temp_mesh_arr; }; #endif