pandemonium_engine/modules/terraman/world/jobs/terrain_terrain_job.cpp

710 lines
21 KiB
C++

/*************************************************************************/
/* 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);
}