pandemonium_engine/modules/voxelman/world/jobs/voxel_terrain_job.h

110 lines
4.2 KiB
C++

#ifndef VOXEL_TERRAIN_JOB_H
#define VOXEL_TERRAIN_JOB_H
/*************************************************************************/
/* voxel_terrain_job.h */
/*************************************************************************/
/* 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 "voxel_job.h"
#include "../../defines.h"
#include "voxel_mesher_job_step.h"
#include "core/containers/pool_vector.h"
class VoxelMesher;
class VoxelTerrainJob : public VoxelJob {
GDCLASS(VoxelTerrainJob, VoxelJob);
public:
//Meshers
Ref<VoxelMesher> get_mesher(const int index) const;
void set_mesher(const int index, const Ref<VoxelMesher> &mesher);
void remove_mesher(const int index);
void add_mesher(const Ref<VoxelMesher> &mesher);
int get_mesher_count() const;
//Liquid Meshers
Ref<VoxelMesher> get_liquid_mesher(const int index) const;
void set_liquid_mesher(const int index, const Ref<VoxelMesher> &mesher);
void remove_liquid_mesher(const int index);
void add_liquid_mesher(const Ref<VoxelMesher> &mesher);
int get_liquid_mesher_count() const;
Ref<VoxelMesherJobStep> get_jobs_step(const int index) const;
void set_jobs_step(const int index, const Ref<VoxelMesherJobStep> &step);
void remove_jobs_step(const int index);
void add_jobs_step(const Ref<VoxelMesherJobStep> &step);
int get_jobs_step_count() const;
void phase_setup();
void phase_library_setup();
void phase_terrain_mesh_setup();
void phase_collider();
void phase_physics_proces();
void phase_terrain_mesh();
void phase_finalize();
void phase_physics_process();
void _execute_phase();
void _reset();
void _physics_process(float delta);
void step_type_normal();
void step_type_normal_lod();
void step_type_drop_uv2();
void step_type_merge_verts();
void step_type_bake_texture();
void step_type_simplify_mesh();
VoxelTerrainJob();
~VoxelTerrainJob();
protected:
static void _bind_methods();
Vector<Ref<VoxelMesher>> _meshers;
Vector<Ref<VoxelMesher>> _liquid_meshers;
Vector<Ref<VoxelMesherJobStep>> _job_steps;
int _current_job_step;
int _current_mesh;
PoolVector<Vector3> temp_arr_collider;
PoolVector<Vector3> temp_arr_collider_liquid;
Array temp_mesh_arr;
};
#endif