/*************************************************************************/
/*  terrain_terrain_job.cpp                                              */
/*************************************************************************/
/*                         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 "terrain_terrain_job.h"

#include "../../library/terrain_library.h"
#include "../../library/terrain_material_cache.h"
#include "../../library/terrain_surface.h"

#include "../../meshers/default/terrain_mesher_default.h"
#include "../../meshers/terrain_mesher.h"

#include "../default/terrain_chunk_default.h"
#include "scene/resources/material/shader_material.h"
#include "scene/resources/material/spatial_material.h"
#include "servers/physics_server.h"

#include "modules/modules_enabled.gen.h"

#ifdef MODULE_MESH_UTILS_ENABLED
#include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h"
#endif

Ref<TerrainMesher> TerrainTerrainJob::get_mesher() const {
	return _mesher;
}
void TerrainTerrainJob::set_mesher(const Ref<TerrainMesher> &mesher) {
	_mesher = mesher;
}

Ref<TerrainMesher> TerrainTerrainJob::get_liquid_mesher() const {
	return _liquid_mesher;
}
void TerrainTerrainJob::set_liquid_mesher(const Ref<TerrainMesher> &mesher) {
	_liquid_mesher = mesher;
}

Ref<TerrainMesherJobStep> TerrainTerrainJob::get_jobs_step(int index) const {
	ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<TerrainMesherJobStep>());

	return _job_steps.get(index);
}
void TerrainTerrainJob::set_jobs_step(int index, const Ref<TerrainMesherJobStep> &step) {
	ERR_FAIL_INDEX(index, _job_steps.size());

	_job_steps.set(index, step);
}
void TerrainTerrainJob::remove_jobs_step(const int index) {
	ERR_FAIL_INDEX(index, _job_steps.size());

	_job_steps.remove(index);
}
void TerrainTerrainJob::add_jobs_step(const Ref<TerrainMesherJobStep> &step) {
	_job_steps.push_back(step);
}
int TerrainTerrainJob::get_jobs_step_count() const {
	return _job_steps.size();
}

void TerrainTerrainJob::phase_setup() {
	if (_mesher.is_valid()) {
		_mesher->set_library(_chunk->get_library());
		_mesher->reset();
	}

	if (_liquid_mesher.is_valid()) {
		_liquid_mesher->set_library(_chunk->get_library());
		_liquid_mesher->set_is_liquid_mesher(true);
		_liquid_mesher->reset();
	}

	next_phase();
}

void TerrainTerrainJob::phase_library_setup() {
	if (should_return()) {
		return;
	}

	Ref<TerrainLibrary> lib = _chunk->get_library();

	if (!lib.is_valid()) {
		next_phase();
		return;
	}

	if (lib->supports_caching()) {
		if (!_chunk->material_cache_key_has()) {
			lib->material_cache_get_key(_chunk);
		} else {
			Ref<TerrainMaterialCache> cache = lib->material_cache_get(_chunk->material_cache_key_get());

			if (cache.is_valid()) {
				//Note: without threadpool and threading none of this can happen, as cache will get initialized the first time a thread requests it!
				while (!cache->get_initialized()) {
					//Means it's currently merging the atlases on a different thread.
					//Let's just wait
					OS::get_singleton()->delay_usec(100);
				}
			}
		}

		if (!_chunk->liquid_material_cache_key_has()) {
			lib->liquid_material_cache_get_key(_chunk);
		} else {
			Ref<TerrainMaterialCache> cache = lib->liquid_material_cache_get(_chunk->liquid_material_cache_key_get());

			if (cache.is_valid()) {
				//Note: without threadpool and threading none of this can happen, as cache will get initialized the first time a thread requests it!
				while (!cache->get_initialized()) {
					//Means it's currently merging the atlases on a different thread.
					//Let's just wait
					OS::get_singleton()->delay_usec(100);
				}
			}
		}
	}

	next_phase();

	if (should_return()) {
		return;
	}
}

void TerrainTerrainJob::phase_terrain_mesh_setup() {
	if (should_return()) {
		return;
	}

	if (_mesher.is_valid()) {
		if (should_do()) {
			_mesher->add_chunk(_chunk);

			if (should_return()) {
				return;
			}
		}
	}

	if (_liquid_mesher.is_valid()) {
		_liquid_mesher->add_chunk(_chunk);
	}

	reset_stages();
	next_phase();
}

void TerrainTerrainJob::phase_collider() {
	Ref<TerrainChunkDefault> chunk = _chunk;

	if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_CREATE_COLLIDER) == 0) {
		next_phase();
		return;
	}

	ERR_FAIL_COND(!_mesher.is_valid());

	if (should_return()) {
		return;
	}

	if (should_do()) {
		temp_arr_collider.append_array(_mesher->build_collider());

		if (should_return()) {
			return;
		}
	}

	if (Engine::get_singleton()->is_editor_hint()) {
		if (_liquid_mesher.is_valid()) {
			temp_arr_collider_liquid.append_array(_liquid_mesher->build_collider());
		}
	}

	if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0) {
		reset_stages();
		next_phase();
		next_phase();
		return;
	}

	set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
	reset_stages();
	next_phase();
}

void TerrainTerrainJob::phase_physics_process() {
	ERR_FAIL_COND(!_chunk.is_valid());

	Ref<TerrainChunkDefault> chunk = _chunk;

	if (temp_arr_collider.size() != 0) {
		if (!chunk->meshes_has(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_BODY)) {
			chunk->colliders_create(TerrainChunkDefault::MESH_INDEX_TERRAIN);
		}

		PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider);

		temp_arr_collider.resize(0);
	}

	if (temp_arr_collider_liquid.size() != 0) {
		if (Engine::get_singleton()->is_editor_hint()) {
			if (!chunk->meshes_has(TerrainChunkDefault::MESH_INDEX_LIQUID, TerrainChunkDefault::MESH_TYPE_INDEX_BODY)) {
				chunk->colliders_create(TerrainChunkDefault::MESH_INDEX_LIQUID);
			}
		}
		/*
			else {
				if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_AREA)) {
					create_colliders_area(MESH_INDEX_LIQUID);
				}
			}*/

		PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(TerrainChunkDefault::MESH_INDEX_LIQUID, TerrainChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid);

		temp_arr_collider_liquid.resize(0);
	}

	set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
	reset_stages();
	next_phase();
}

void TerrainTerrainJob::phase_terrain_mesh() {
	Ref<TerrainChunkDefault> chunk = _chunk;

	ERR_FAIL_COND(!_mesher.is_valid());

	if (should_return()) {
		return;
	}

	if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
		//if (should_do()) {
		//	_mesher->bake_colors(_chunk);

		//	if (should_return()) {
		//		return;
		//	}
		//}

		if (should_do()) {
			if (_liquid_mesher.is_valid()) {
				_liquid_mesher->bake_colors(_chunk);

				if (should_return()) {
					return;
				}
			}
		}
	}

	if (_mesher->get_vertex_count() == 0 && (!_liquid_mesher.is_valid() || _liquid_mesher->get_vertex_count() == 0)) {
		reset_stages();
		next_phase();

		return;
	}

	//set up the meshes
	if (should_do()) {
		RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, 0);

		if (mesh_rid == RID()) {
			//need to allocate the meshes

			//first count how many we need
			int count = 0;
			for (int i = 0; i < _job_steps.size(); ++i) {
				Ref<TerrainMesherJobStep> step = _job_steps[i];

				ERR_FAIL_COND(!step.is_valid());

				switch (step->get_job_type()) {
					case TerrainMesherJobStep::TYPE_NORMAL:
						++count;
						break;
					case TerrainMesherJobStep::TYPE_NORMAL_LOD:
						++count;
						break;
					case TerrainMesherJobStep::TYPE_DROP_UV2:
						++count;
						break;
					case TerrainMesherJobStep::TYPE_MERGE_VERTS:
						++count;
						break;
					case TerrainMesherJobStep::TYPE_BAKE_TEXTURE:
						++count;
						break;
					case TerrainMesherJobStep::TYPE_SIMPLIFY_MESH:
#ifdef MODULE_MESH_UTILS_ENABLED
						count += step->get_simplification_steps();
#endif
						break;
					default:
						break;
				}
			}

			//allocate
			if (count > 0)
				chunk->meshes_create(TerrainChunkDefault::MESH_INDEX_TERRAIN, count);

		} else {
			//we have the meshes, just clear
			int count = chunk->mesh_rid_get_count(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH);

			for (int i = 0; i < count; ++i) {
				mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, i);

				if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
					RS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
			}
		}
	}

	for (; _current_job_step < _job_steps.size();) {
		Ref<TerrainMesherJobStep> step = _job_steps[_current_job_step];

		ERR_FAIL_COND(!step.is_valid());

		switch (step->get_job_type()) {
			case TerrainMesherJobStep::TYPE_NORMAL:
				step_type_normal();
				break;
			case TerrainMesherJobStep::TYPE_NORMAL_LOD:
				step_type_normal_lod();
				break;
			case TerrainMesherJobStep::TYPE_DROP_UV2:
				step_type_drop_uv2();
				break;
			case TerrainMesherJobStep::TYPE_MERGE_VERTS:
				step_type_merge_verts();
				break;
			case TerrainMesherJobStep::TYPE_BAKE_TEXTURE:
				step_type_bake_texture();
				break;
			case TerrainMesherJobStep::TYPE_SIMPLIFY_MESH:
				step_type_simplify_mesh();
				break;
			case TerrainMesherJobStep::TYPE_OTHER:
				//do nothing
				break;
		}

		++_current_job_step;

		if (should_return()) {
			return;
		}
	}

	if (_liquid_mesher.is_valid() && _liquid_mesher->get_vertex_count() != 0) {
		if (should_do()) {
			temp_mesh_arr = _liquid_mesher->build_mesh();

			if (should_return()) {
				return;
			}
		}

		RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_LIQUID, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, 0);

		if (should_do()) {
			if (mesh_rid == RID()) {
				chunk->meshes_create(TerrainChunkDefault::MESH_INDEX_LIQUID, 1);

				mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_LIQUID, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, 0);
			}

			if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
				RS::get_singleton()->mesh_remove_surface(mesh_rid, 0);

			if (should_return()) {
				return;
			}
		}

		RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);

		Ref<Material> lmat;

		if (chunk->liquid_material_cache_key_has()) {
			lmat = chunk->get_library()->liquid_material_cache_get(_chunk->liquid_material_cache_key_get())->material_get(0);
		} else {
			lmat = chunk->get_library()->liquid_material_get(0);
		}

		if (lmat.is_valid()) {
			RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
		}
	}

	reset_stages();
	next_phase();
}

void TerrainTerrainJob::phase_finalize() {
	set_complete(true); //So threadpool knows it's done

	next_job();
}

void TerrainTerrainJob::_execute_phase() {
	ERR_FAIL_COND(!_chunk.is_valid());

	Ref<TerrainLibrary> library = _chunk->get_library();

	ERR_FAIL_COND(!library.is_valid());

	if (_phase == 0) {
		phase_setup();
	} else if (_phase == 1) {
		phase_library_setup();
	} else if (_phase == 2) {
		phase_terrain_mesh_setup();
	} else if (_phase == 3) {
		phase_collider();
	} else if (_phase == 5) {
		phase_terrain_mesh();
	} else if (_phase == 6) {
		phase_finalize();
	} else if (_phase > 6) {
		set_complete(true); //So threadpool knows it's done
		next_job();
		ERR_FAIL_MSG("TerrainTerrainJob: _phase is too high!");
	}
}

void TerrainTerrainJob::_reset() {
	TerrainJob::_reset();

	_build_done = false;
	_phase = 0;

	_current_job_step = 0;
	_current_mesh = 0;

	ERR_FAIL_COND(!_mesher.is_valid());

	_mesher->set_voxel_scale(_chunk->get_voxel_scale());

	Ref<TerrainChunkDefault> chunk = _chunk;
	Ref<TerrainMesherDefault> md = _mesher;

	if (chunk.is_valid() && md.is_valid()) {
		md->set_build_flags(chunk->get_build_flags());
	}

	if (_liquid_mesher.is_valid()) {
		_liquid_mesher->set_voxel_scale(_chunk->get_voxel_scale());

		md = _liquid_mesher;

		if (chunk.is_valid() && md.is_valid()) {
			md->set_build_flags(chunk->get_build_flags());
		}
	}
}

void TerrainTerrainJob::_physics_process(float delta) {
	if (_phase == 4)
		phase_physics_process();
}

void TerrainTerrainJob::step_type_normal() {
	Ref<TerrainChunkDefault> chunk = _chunk;

	//TODO make this automatic in build_mesh
	if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
		_mesher->bake_colors(_chunk);
	}

	temp_mesh_arr = _mesher->build_mesh();

	RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);

	RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);

	Ref<Material> lmat;

	if (chunk->material_cache_key_has()) {
		lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
	} else {
		lmat = chunk->get_library()->material_lod_get(_current_mesh);
	}

	if (lmat.is_valid()) {
		RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
	}

	++_current_mesh;
}

void TerrainTerrainJob::step_type_normal_lod() {
	Ref<TerrainMesherJobStep> step = _job_steps[_current_job_step];

	ERR_FAIL_COND(!step.is_valid());

	Ref<TerrainChunkDefault> chunk = _chunk;

	_mesher->set_lod_index(step->get_lod_index());
	_mesher->reset();
	_mesher->add_chunk(_chunk);

	//TODO make this automatic in build_mesh
	if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
		_mesher->bake_colors(_chunk);
	}

	temp_mesh_arr = _mesher->build_mesh();

	RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);

	RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);

	Ref<Material> lmat;

	if (chunk->material_cache_key_has()) {
		lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
	} else {
		lmat = chunk->get_library()->material_lod_get(_current_mesh);
	}

	if (lmat.is_valid()) {
		RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
	}

	++_current_mesh;
}

void TerrainTerrainJob::step_type_drop_uv2() {
	Ref<TerrainChunkDefault> chunk = _chunk;

	RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);

	temp_mesh_arr[RenderingServer::ARRAY_TEX_UV2] = Variant();

	RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);

	Ref<Material> lmat;

	if (chunk->material_cache_key_has()) {
		lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
	} else {
		lmat = chunk->get_library()->material_lod_get(_current_mesh);
	}

	if (lmat.is_valid()) {
		RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
	}

	++_current_mesh;
}

void TerrainTerrainJob::step_type_merge_verts() {
	Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
	temp_mesh_arr = temp_mesh_arr2;

	Ref<TerrainChunkDefault> chunk = _chunk;
	RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);

	RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);

	Ref<Material> lmat;

	if (chunk->material_cache_key_has()) {
		lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
	} else {
		lmat = chunk->get_library()->material_lod_get(_current_mesh);
	}

	if (lmat.is_valid()) {
		RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
	}

	++_current_mesh;
}

void TerrainTerrainJob::step_type_bake_texture() {
	Ref<TerrainChunkDefault> chunk = _chunk;

	Ref<Material> lmat;

	if (chunk->material_cache_key_has()) {
		lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
	} else {
		lmat = chunk->get_library()->material_lod_get(_current_mesh);
	}

	Ref<ShaderMaterial> mat = lmat;
	Ref<SpatialMaterial> spmat = lmat;
	Ref<Texture> tex;

	if (mat.is_valid()) {
		tex = mat->get_shader_param("texture_albedo");
	} else if (spmat.is_valid()) {
		tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
	}

	if (tex.is_valid()) {
		temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex);
		temp_mesh_arr[RenderingServer::ARRAY_TEX_UV] = Variant();

		RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);

		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);

		if (lmat.is_valid()) {
			RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
		}
	}

	++_current_mesh;
}

void TerrainTerrainJob::step_type_simplify_mesh() {
#ifdef MODULE_MESH_UTILS_ENABLED

	Ref<TerrainChunkDefault> chunk = _chunk;
	Ref<TerrainMesherJobStep> step = _job_steps[_current_job_step];
	ERR_FAIL_COND(!step.is_valid());
	Ref<FastQuadraticMeshSimplifier> fqms = step->get_fqms();
	ERR_FAIL_COND(!fqms.is_valid());

	fqms->initialize(temp_mesh_arr);

	for (int i = 0; i < step->get_simplification_steps(); ++i) {
		fqms->simplify_mesh(temp_mesh_arr.size() * step->get_simplification_step_ratio(), step->get_simplification_agressiveness());
		temp_mesh_arr = fqms->get_arrays();

		RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);

		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);

		Ref<Material> lmat;

		if (chunk->material_cache_key_has()) {
			lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
		} else {
			lmat = chunk->get_library()->material_lod_get(_current_mesh);
		}

		if (lmat.is_valid()) {
			RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
		}

		++_current_mesh;
	}

#endif
}

TerrainTerrainJob::TerrainTerrainJob() {
	_current_job_step = 0;
	_current_mesh = 0;
}

TerrainTerrainJob::~TerrainTerrainJob() {
	_mesher.unref();
	_liquid_mesher.unref();
}

void TerrainTerrainJob::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_mesher"), &TerrainTerrainJob::get_mesher);
	ClassDB::bind_method(D_METHOD("set_mesher", "mesher"), &TerrainTerrainJob::set_mesher);

	ClassDB::bind_method(D_METHOD("get_liquid_mesher"), &TerrainTerrainJob::get_liquid_mesher);
	ClassDB::bind_method(D_METHOD("set_liquid_mesher", "mesher"), &TerrainTerrainJob::set_liquid_mesher);

	ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &TerrainTerrainJob::get_jobs_step);
	ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &TerrainTerrainJob::set_jobs_step);
	ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &TerrainTerrainJob::remove_jobs_step);
	ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &TerrainTerrainJob::add_jobs_step);
	ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &TerrainTerrainJob::get_jobs_step_count);

	ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &TerrainTerrainJob::_physics_process);
}