pandemonium_engine/modules/props/prop_instance_merger.h

153 lines
3.3 KiB
C++

#ifndef PROP_INSTANCE_MERGER_H
#define PROP_INSTANCE_MERGER_H
#include "prop_instance.h"
#include "scene/main/spatial.h"
#include "core/math/vector3.h"
#include "prop_instance_prop_job.h"
#include "props/prop_data.h"
class MeshDataInstance;
class PropInstanceMerger : public PropInstance {
GDCLASS(PropInstanceMerger, PropInstance);
public:
static const float LOD_CHECK_INTERVAL;
bool get_building();
void set_building(const bool value);
int get_lod_level();
void set_lod_level(const int value);
bool get_auto_lod();
void set_auto_lod(const bool value);
float get_first_lod_distance_squared();
void set_first_lod_distance_squared(const float dist);
float get_lod_reduction_distance_squared();
void set_lod_reduction_distance_squared(const float dist);
Ref<PropInstanceJob> get_job();
void set_job(const Ref<PropInstanceJob> &job);
///Materials
Ref<Material> material_get(const int index);
void material_add(const Ref<Material> &value);
int material_get_num() const;
void materials_clear();
Vector<Variant> materials_get();
void materials_set(const Vector<Variant> &materials);
//Meshes
RID mesh_get(const int index);
RID mesh_instance_get(const int index);
void mesh_add(const RID mesh_instance, const RID mesh);
int mesh_get_num() const;
void meshes_clear();
void meshes_create(const int num);
Vector<Variant> meshes_get();
void meshes_set(const Vector<Variant> &meshes);
//Colliders
Transform collider_local_transform_get(const int index);
RID collider_body_get(const int index);
Ref<Shape> collider_shape_get(const int index);
RID collider_shape_rid_get(const int index);
int collider_add(const Transform &local_transform, const Ref<Shape> &shape, const RID &shape_rid, const RID &body, const bool owns_shape = false);
int collider_get_num() const;
void colliders_clear();
Vector<Variant> colliders_get();
void colliders_set(const Vector<Variant> &colliders);
void check_auto_lod();
void apply_lod_level();
//Debug
void debug_mesh_allocate();
void debug_mesh_free();
bool debug_mesh_has();
void debug_mesh_clear();
void debug_mesh_array_clear();
void debug_mesh_add_vertices_to(const PoolVector3Array &arr);
void debug_mesh_send();
void draw_debug_mdr_colliders();
void free_meshes();
void free_colliders();
virtual void _init_materials();
virtual void _build();
virtual void _build_finished();
void _prop_preprocess(Transform tarnsform, const Ref<PropData> &prop);
void collision_layer_changed();
void collision_mask_changed();
virtual void _create_job();
PropInstanceMerger();
~PropInstanceMerger();
protected:
void _notification(int p_what);
static void _bind_methods();
protected:
struct ColliderBody {
Transform transform;
RID body;
Ref<Shape> shape;
RID shape_rid;
bool owns_shape;
ColliderBody() {
owns_shape = false;
}
};
struct MeshEntry {
RID mesh;
RID mesh_instance;
};
private:
bool _build_queued;
bool _building;
int _lod_level;
Transform _last_transform;
Ref<PropInstancePropJob> _job;
Vector<Ref<Material>> _materials;
Vector<MeshEntry> _meshes;
Vector<ColliderBody> _colliders;
bool _auto_lod;
bool _auto_lod_on;
float _first_lod_distance_squared;
float _lod_reduction_distance_squared;
float _lod_check_timer;
//debug
RID _debug_mesh_rid;
RID _debug_mesh_instance;
PoolVector3Array _debug_mesh_array;
};
#endif