#ifndef VOXEL_TERRAIN_JOB_H #define VOXEL_TERRAIN_JOB_H /*************************************************************************/ /* voxel_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 "voxel_job.h" #include "../../defines.h" #include "voxel_mesher_job_step.h" #include "core/containers/pool_vector.h" class VoxelMesher; class VoxelTerrainJob : public VoxelJob { GDCLASS(VoxelTerrainJob, VoxelJob); public: //Meshers Ref get_mesher(const int index) const; void set_mesher(const int index, const Ref &mesher); void remove_mesher(const int index); void add_mesher(const Ref &mesher); int get_mesher_count() const; //Liquid Meshers Ref get_liquid_mesher(const int index) const; void set_liquid_mesher(const int index, const Ref &mesher); void remove_liquid_mesher(const int index); void add_liquid_mesher(const Ref &mesher); int get_liquid_mesher_count() const; Ref get_jobs_step(const int index) const; void set_jobs_step(const int index, const Ref &step); void remove_jobs_step(const int index); void add_jobs_step(const Ref &step); int get_jobs_step_count() const; void phase_setup(); void phase_library_setup(); void phase_terrain_mesh_setup(); void phase_collider(); void phase_physics_proces(); void phase_terrain_mesh(); void phase_finalize(); void phase_physics_process(); void _execute_phase(); void _reset(); void _physics_process(float delta); void step_type_normal(); void step_type_normal_lod(); void step_type_drop_uv2(); void step_type_merge_verts(); void step_type_bake_texture(); void step_type_simplify_mesh(); VoxelTerrainJob(); ~VoxelTerrainJob(); protected: static void _bind_methods(); Vector> _meshers; Vector> _liquid_meshers; Vector> _job_steps; int _current_job_step; int _current_mesh; PoolVector temp_arr_collider; PoolVector temp_arr_collider_liquid; Array temp_mesh_arr; }; #endif