#ifndef PROP_MESHER_JOB_STEP_H #define PROP_MESHER_JOB_STEP_H #include "core/object/reference.h" #include "modules/modules_enabled.gen.h" #ifdef MODULE_MESH_UTILS_ENABLED #include "../../mesh_utils/fast_quadratic_mesh_simplifier.h" #endif class PropMesherJobStep : public Reference { GDCLASS(PropMesherJobStep, Reference); public: //todo add: //type generate lighting, //type skip (this would leave the mesh empty) //type previous mesh (this would set the previous mesh's rid to the current lod level) enum PropMesherJobStepType { TYPE_NORMAL = 0, TYPE_NORMAL_LOD, TYPE_DROP_UV2, TYPE_MERGE_VERTS, TYPE_BAKE_TEXTURE, TYPE_SIMPLIFY_MESH, TYPE_OTHER, }; static const String BINDING_STRING_PROP_MESHER_JOB_STEP_TYPE; PropMesherJobStepType get_job_type() const; void set_job_type(const PropMesherJobStepType value); int get_lod_index() const; void set_lod_index(const int value); #ifdef MODULE_MESH_UTILS_ENABLED Ref get_fqms(); void set_fqms(const Ref &val); float get_simplification_step_ratio() const; void set_simplification_step_ratio(const float value); int get_simplification_steps() const; void set_simplification_steps(const int value); float get_simplification_agressiveness() const; void set_simplification_agressiveness(const float value); #endif PropMesherJobStep(); ~PropMesherJobStep(); protected: static void _bind_methods(); PropMesherJobStepType _job_type; int _lod_index; #ifdef MODULE_MESH_UTILS_ENABLED Ref _fqms; float _simplification_step_ratio; int _simplification_steps; float _simplification_agressiveness; #endif }; VARIANT_ENUM_CAST(PropMesherJobStep::PropMesherJobStepType); #endif