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103 lines
3.9 KiB
C++
103 lines
3.9 KiB
C++
#ifndef PROP_MESHER_JOB_STEP_H
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#define PROP_MESHER_JOB_STEP_H
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/*************************************************************************/
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/* prop_mesher_job_step.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/object/reference.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_MESH_UTILS_ENABLED
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#include "../../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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class PropMesherJobStep : public Reference {
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GDCLASS(PropMesherJobStep, Reference);
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public:
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//todo add:
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//type generate lighting,
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//type skip (this would leave the mesh empty)
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//type previous mesh (this would set the previous mesh's rid to the current lod level)
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enum PropMesherJobStepType {
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TYPE_NORMAL = 0,
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TYPE_NORMAL_LOD,
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TYPE_DROP_UV2,
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TYPE_MERGE_VERTS,
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TYPE_BAKE_TEXTURE,
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TYPE_SIMPLIFY_MESH,
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TYPE_OTHER,
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};
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static const String BINDING_STRING_PROP_MESHER_JOB_STEP_TYPE;
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PropMesherJobStepType get_job_type() const;
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void set_job_type(const PropMesherJobStepType value);
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int get_lod_index() const;
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void set_lod_index(const int value);
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#ifdef MODULE_MESH_UTILS_ENABLED
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Ref<FastQuadraticMeshSimplifier> get_fqms();
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void set_fqms(const Ref<FastQuadraticMeshSimplifier> &val);
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float get_simplification_step_ratio() const;
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void set_simplification_step_ratio(const float value);
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int get_simplification_steps() const;
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void set_simplification_steps(const int value);
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float get_simplification_agressiveness() const;
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void set_simplification_agressiveness(const float value);
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#endif
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PropMesherJobStep();
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~PropMesherJobStep();
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protected:
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static void _bind_methods();
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PropMesherJobStepType _job_type;
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int _lod_index;
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#ifdef MODULE_MESH_UTILS_ENABLED
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Ref<FastQuadraticMeshSimplifier> _fqms;
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float _simplification_step_ratio;
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int _simplification_steps;
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float _simplification_agressiveness;
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#endif
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};
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VARIANT_ENUM_CAST(PropMesherJobStep::PropMesherJobStepType);
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#endif
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