mirror of
https://github.com/Relintai/pandemonium_engine.git
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132 lines
3.5 KiB
C++
132 lines
3.5 KiB
C++
#ifndef PROP_2D_JOB_H
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#define PROP_2D_JOB_H
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "prop_2d_instance_job.h"
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#include "scene/resources/shape_2d.h"
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class Prop2DMesher;
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class Prop2DInstance;
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class Prop2DInstanceMerger;
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class Prop2DMesherJobStep;
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class Prop2DMaterialCache;
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class Shape;
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class Prop2DLight;
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class Prop2DDataTiledWall2D;
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#if MESH_DATA_RESOURCE_PRESENT
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class Prop2DDataMeshData;
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#endif
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class Prop2DInstanceProp2DJob : public Prop2DInstanceJob {
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GDCLASS(Prop2DInstanceProp2DJob, Prop2DInstanceJob);
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public:
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Ref<Prop2DMaterialCache> get_material_cache();
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void set_material_cache(const Ref<Prop2DMaterialCache> &cache);
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void add_collision_shape(const Ref<Shape2D> &shape, const Transform2D &transform, const bool owns_shape = false);
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void clear_collision_shapes();
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Prop2DInstanceMerger *get_prop_instace();
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void set_prop_instace(Prop2DInstanceMerger *prop);
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void set_prop_instace_bind(Node *prop);
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Ref<Prop2DMesher> get_prop_mesher() const;
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void set_prop_mesher(const Ref<Prop2DMesher> &mesher);
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#if MESH_DATA_RESOURCE_PRESENT
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void add_mesh(const Ref<Prop2DDataMeshData> &mesh_data, const Transform2D &base_transform);
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void clear_meshes();
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#endif
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void add_tiled_wall(const Ref<Prop2DDataTiledWall2D> &data, const Transform2D &base_transform);
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void clear_tiled_walls();
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void add_light(const Ref<Prop2DLight> &light);
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void clear_lights();
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void _physics_process(float delta);
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void _execute_phase();
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void _reset();
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void phase_setup_cache();
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void phase_physics_process();
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void phase_prop();
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void phase_steps();
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void step_type_normal();
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Array merge_mesh_array(Array arr) const;
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Array bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color = 0.7) const;
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void reset_meshes();
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Prop2DInstanceProp2DJob();
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~Prop2DInstanceProp2DJob();
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protected:
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static void _bind_methods();
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protected:
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#if MESH_DATA_RESOURCE_PRESENT
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struct PMDREntry {
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Ref<Prop2DDataMeshData> mesh_data;
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Transform2D base_transform;
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};
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#endif
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struct PTWEntry {
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Ref<Prop2DDataTiledWall2D> data;
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Transform2D base_transform;
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};
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struct CollisionShapeEntry {
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Ref<Shape2D> shape;
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Transform2D transform;
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bool owns_shape;
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CollisionShapeEntry() {
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owns_shape = false;
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}
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};
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Ref<Prop2DMaterialCache> _material_cache;
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Ref<Prop2DMesher> _prop_mesher;
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Prop2DInstanceMerger *_prop_instace;
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#if MESH_DATA_RESOURCE_PRESENT
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Vector<PMDREntry> _prop_mesh_datas;
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#endif
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Vector<CollisionShapeEntry> _collision_shapes;
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Vector<PTWEntry> _prop_tiled_wall_datas;
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Array temp_mesh_arr;
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};
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#endif
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