mirror of
https://github.com/Relintai/pandemonium_engine.git
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101 lines
3.0 KiB
C++
101 lines
3.0 KiB
C++
/*
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Copyright (c) 2019-2020 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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#ifndef VOXEL_TERRAIN_JOB_H
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#define VOXEL_TERRAIN_JOB_H
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#include "voxel_job.h"
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#include "../../defines.h"
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#include "voxel_mesher_job_step.h"
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#include pool_vector_h
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include_pool_vector
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class VoxelMesher;
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class VoxelTerrainJob : public VoxelJob {
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GDCLASS(VoxelTerrainJob, VoxelJob);
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public:
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//Meshers
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Ref<VoxelMesher> get_mesher(const int index) const;
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void set_mesher(const int index, const Ref<VoxelMesher> &mesher);
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void remove_mesher(const int index);
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void add_mesher(const Ref<VoxelMesher> &mesher);
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int get_mesher_count() const;
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//Liquid Meshers
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Ref<VoxelMesher> get_liquid_mesher(const int index) const;
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void set_liquid_mesher(const int index, const Ref<VoxelMesher> &mesher);
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void remove_liquid_mesher(const int index);
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void add_liquid_mesher(const Ref<VoxelMesher> &mesher);
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int get_liquid_mesher_count() const;
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Ref<VoxelMesherJobStep> get_jobs_step(const int index) const;
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void set_jobs_step(const int index, const Ref<VoxelMesherJobStep> &step);
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void remove_jobs_step(const int index);
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void add_jobs_step(const Ref<VoxelMesherJobStep> &step);
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int get_jobs_step_count() const;
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void phase_setup();
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void phase_library_setup();
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void phase_terrain_mesh_setup();
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void phase_collider();
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void phase_physics_proces();
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void phase_terrain_mesh();
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void phase_finalize();
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void phase_physics_process();
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void _execute_phase();
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void _reset();
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void _physics_process(float delta);
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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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VoxelTerrainJob();
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~VoxelTerrainJob();
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protected:
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static void _bind_methods();
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Vector<Ref<VoxelMesher>> _meshers;
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Vector<Ref<VoxelMesher>> _liquid_meshers;
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Vector<Ref<VoxelMesherJobStep>> _job_steps;
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int _current_job_step;
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int _current_mesh;
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PoolVector<Vector3> temp_arr_collider;
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PoolVector<Vector3> temp_arr_collider_liquid;
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Array temp_mesh_arr;
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};
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#endif
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