#ifndef TERRAIN_JOB_H #define TERRAIN_JOB_H #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