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https://github.com/Relintai/pandemonium_engine.git
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127 lines
2.9 KiB
C++
127 lines
2.9 KiB
C++
#ifndef PROP_JOB_H
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#define PROP_JOB_H
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#include "prop_instance_job.h"
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#include "modules/modules_enabled.gen.h"
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class PropMesher;
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class PropInstance;
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class PropInstanceMerger;
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class PropMesherJobStep;
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class PropMaterialCache;
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class Shape;
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class PropLight;
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class PropDataTiledWall;
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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class PropDataMeshData;
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#endif
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class PropInstancePropJob : public PropInstanceJob {
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GDCLASS(PropInstancePropJob, PropInstanceJob);
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public:
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Ref<PropMaterialCache> get_material_cache();
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void set_material_cache(const Ref<PropMaterialCache> &cache);
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Ref<PropMesherJobStep> get_jobs_step(const int index) const;
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void set_jobs_step(const int index, const Ref<PropMesherJobStep> &step);
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void remove_jobs_step(const int index);
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void add_jobs_step(const Ref<PropMesherJobStep> &step);
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int get_jobs_step_count() const;
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void add_collision_shape(const Ref<Shape> &shape, const Transform &transform, const bool owns_shape = false);
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void clear_collision_shapes();
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PropInstanceMerger *get_prop_instace();
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void set_prop_instace(PropInstanceMerger *prop);
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void set_prop_instace_bind(Node *prop);
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Ref<PropMesher> get_prop_mesher() const;
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void set_prop_mesher(const Ref<PropMesher> &mesher);
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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void add_mesh(const Ref<PropDataMeshData> &mesh_data, const Transform &base_transform);
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void clear_meshes();
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#endif
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void add_tiled_wall(const Ref<PropDataTiledWall> &data, const Transform &base_transform);
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void clear_tiled_walls();
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void add_light(const Ref<PropLight> &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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void step_type_normal_lod();
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void step_type_drop_uv2();
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void step_type_merge_verts();
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void step_type_bake_texture();
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void step_type_simplify_mesh();
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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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PropInstancePropJob();
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~PropInstancePropJob();
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protected:
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static void _bind_methods();
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protected:
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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struct PMDREntry {
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Ref<PropDataMeshData> mesh_data;
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Transform base_transform;
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};
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#endif
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struct PTWEntry {
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Ref<PropDataTiledWall> data;
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Transform base_transform;
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};
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struct CollisionShapeEntry {
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Ref<Shape> shape;
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Transform 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<PropMaterialCache> _material_cache;
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Vector<Ref<PropMesherJobStep>> _job_steps;
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int _current_job_step;
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int _current_mesh;
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Ref<PropMesher> _prop_mesher;
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PropInstanceMerger *_prop_instace;
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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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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