pandemonium_engine/modules/terraman_2d/meshers/terrain_2d_mesher.h

201 lines
5.2 KiB
C++

#ifndef TERRAIN_2D_TOOLS_H
#define TERRAIN_2D_TOOLS_H
#include "core/math/color.h"
#include "core/object/reference.h"
#include "core/containers/vector.h"
#include "../defines.h"
#include "core/containers/pool_vector.h"
#include "scene/3d/mesh_instance.h"
#include "core/math/rect2.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "scene/main/node.h"
#include "scene/resources/material/material.h"
#include "scene/resources/mesh/mesh.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../../mesh_data_resource/mesh_data_resource.h"
#endif
#include "scene/resources/shapes_2d/shape_2d.h"
#include "../library/terrain_2d_library.h"
class Terrain2DLibrary;
class Terrain2DChunk;
class Terrain2DMesher : public Reference {
GDCLASS(Terrain2DMesher, Reference);
public:
const double PI_2 = 3.141592653589793238463 / 2;
const double PI = 3.141592653589793238463;
struct Vertex {
Vector2 vertex;
Color color;
Vector2 uv;
Vector<int> bones;
Vector<float> weights;
bool operator==(const Vertex &p_vertex) const;
Vertex() {}
};
struct VertexHasher {
static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
};
struct WeightSort {
int index;
float weight;
bool operator<(const WeightSort &p_right) const {
return weight < p_right.weight;
}
};
public:
int get_channel_index_type() const;
void set_channel_index_type(const int value);
int get_format() const;
void set_format(const int value);
int get_texture_scale() const;
void set_texture_scale(const int value);
Transform2D get_mesh_transform();
void set_mesh_transform(const Transform2D &value);
Ref<Terrain2DLibrary> get_library();
void set_library(const Ref<Terrain2DLibrary> &library);
Ref<Material> get_material();
void set_material(const Ref<Material> &material);
float get_ao_strength() const;
void set_ao_strength(const float value);
float get_base_light_value() const;
void set_base_light_value(const float value);
int get_cell_size_x() const;
void set_cell_size_x(const int val);
int get_cell_size_y() const;
void set_cell_size_y(const int val);
Rect2 get_uv_margin() const;
void set_uv_margin(const Rect2 margin);
virtual void reset();
void add_chunk(Ref<Terrain2DChunk> chunk);
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
void add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position = Vector3(0, 0, 0), const Vector3 rotation = Vector3(0, 0, 0), const Vector3 scale = Vector3(1.0, 1.0, 1.0), const Rect2 uv_rect = Rect2(0, 0, 1, 1));
void add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform2D transform, const Rect2 uv_rect = Rect2(0, 0, 1, 1));
void add_mesh_data_resource_transform_colored(Ref<MeshDataResource> mesh, const Transform2D transform, const PoolColorArray &colors, const Rect2 uv_rect = Rect2(0, 0, 1, 1));
#endif
void add_mesher(const Ref<Terrain2DMesher> &mesher);
void _add_mesher(const Ref<Terrain2DMesher> &mesher);
void bake_colors(Ref<Terrain2DChunk> chunk);
void bake_liquid_colors(Ref<Terrain2DChunk> chunk);
PoolVector<Vector2> build_collider() const;
virtual void create_tile_colliders(Ref<Terrain2DChunk> chunk);
void bake_lights(MeshInstance *node, Vector<Ref<Terrain2DLight>> &lights);
Array build_mesh();
void build_mesh_into(RID mesh);
void remove_doubles();
void remove_doubles_hashed();
void store_mesh();
int get_stored_mesh_count() const;
Array build_stored_mesh(const int index);
Transform2D get_stored_mesh_transform(const int index);
void build_stored_mesh_into(const int index, RID mesh);
AABB calculate_stored_mesh_aabb(const int index);
virtual Ref<Shape2D> create_terrain_tile_collider_shape(Ref<Terrain2DChunk> chunk);
PoolVector<Vector2> get_vertices() const;
void set_vertices(const PoolVector<Vector2> &values);
int get_vertex_count() const;
Vector2 get_vertex(const int idx) const;
void remove_vertex(const int idx);
void add_vertex(const Vector2 &vertex);
PoolVector<Color> get_colors() const;
void set_colors(const PoolVector<Color> &values);
Color get_color(const int idx) const;
void add_color(const Color &color);
PoolVector<Vector2> get_uvs() const;
void set_uvs(const PoolVector<Vector2> &values);
Vector2 get_uv(const int idx) const;
void add_uv(const Vector2 &vector);
PoolVector<int> get_indices() const;
void set_indices(const PoolVector<int> &values);
int get_indices_count() const;
int get_index(const int idx) const;
void remove_index(const int idx);
void add_indices(const int index);
Terrain2DMesher(const Ref<Terrain2DLibrary> &library);
Terrain2DMesher();
~Terrain2DMesher();
protected:
static void _bind_methods();
int _channel_index_type;
int _format;
int _texture_scale;
Transform2D _mesh_transform;
PoolVector<Vertex> _vertices;
PoolVector<int> _indices;
Color _last_color;
Vector2 _last_uv;
Vector<int> _last_bones;
Vector<float> _last_weights;
Ref<Terrain2DLibrary> _library;
Ref<Material> _material;
int _cell_size_x;
int _cell_size_y;
float _ao_strength;
float _base_light_value;
Rect2 _uv_margin;
struct Terrain2DMesherStoredMesh {
PoolVector<Vertex> vertices;
PoolVector<int> indices;
Transform2D transform;
};
Vector<Terrain2DMesherStoredMesh> _stored_meshes;
};
#endif