pandemonium_engine/modules/terraman/world/jobs/terrain_job.h

74 lines
1.5 KiB
C++

#ifndef TERRAIN_JOB_H
#define TERRAIN_JOB_H
#include "scene/resources/texture.h"
#include "core/os/thread_pool_job.h"
#include "../../defines.h"
class TerrainChunk;
class TerrainJob : public ThreadPoolJob {
GDCLASS(TerrainJob, ThreadPoolJob);
public:
static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
enum ActiveBuildPhaseType {
BUILD_PHASE_TYPE_NORMAL = 0,
BUILD_PHASE_TYPE_PROCESS,
BUILD_PHASE_TYPE_PHYSICS_PROCESS,
};
public:
ActiveBuildPhaseType get_build_phase_type();
void set_build_phase_type(TerrainJob::ActiveBuildPhaseType build_phase_type);
void set_chunk(const Ref<TerrainChunk> &chunk);
int get_phase();
void set_phase(const int phase);
void next_phase();
bool get_build_done();
void set_build_done(const bool val);
void next_job();
void reset();
virtual void _reset();
void _execute();
void execute_phase();
virtual void _execute_phase();
void process(const float delta);
void physics_process(const float delta);
void generate_ao();
void generate_random_ao(int seed, int octaves = 4, int period = 30, float persistence = 0.3, float scale_factor = 0.6);
Array merge_mesh_array(Array arr) const;
Array bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color = 0.7) const;
void chunk_exit_tree();
TerrainJob();
~TerrainJob();
protected:
static void _bind_methods();
ActiveBuildPhaseType _build_phase_type;
bool _build_done;
int _phase;
bool _in_tree;
Ref<TerrainChunk> _chunk;
};
VARIANT_ENUM_CAST(TerrainJob::ActiveBuildPhaseType);
#endif