mirror of
https://github.com/Relintai/pandemonium_engine.git
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173 lines
4.3 KiB
C++
173 lines
4.3 KiB
C++
#ifndef PROP_INSTANCE_MERGER_H
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#define PROP_INSTANCE_MERGER_H
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/*
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Copyright (c) 2020-2022 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_instance.h"
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#include "scene/3d/spatial.h"
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#include "core/math/vector3.h"
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#include "prop_instance_prop_job.h"
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#include "props/prop_data.h"
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class MeshDataInstance;
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class PropInstanceMerger : public PropInstance {
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GDCLASS(PropInstanceMerger, PropInstance);
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public:
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static const float LOD_CHECK_INTERVAL;
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bool get_building();
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void set_building(const bool value);
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int get_lod_level();
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void set_lod_level(const int value);
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bool get_auto_lod();
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void set_auto_lod(const bool value);
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float get_first_lod_distance_squared();
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void set_first_lod_distance_squared(const float dist);
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float get_lod_reduction_distance_squared();
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void set_lod_reduction_distance_squared(const float dist);
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Ref<PropInstanceJob> get_job();
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void set_job(const Ref<PropInstanceJob> &job);
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///Materials
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Ref<Material> material_get(const int index);
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void material_add(const Ref<Material> &value);
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int material_get_num() const;
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void materials_clear();
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Vector<Variant> materials_get();
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void materials_set(const Vector<Variant> &materials);
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//Meshes
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RID mesh_get(const int index);
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RID mesh_instance_get(const int index);
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void mesh_add(const RID mesh_instance, const RID mesh);
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int mesh_get_num() const;
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void meshes_clear();
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void meshes_create(const int num);
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Vector<Variant> meshes_get();
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void meshes_set(const Vector<Variant> &meshes);
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//Colliders
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Transform collider_local_transform_get(const int index);
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RID collider_body_get(const int index);
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Ref<Shape> collider_shape_get(const int index);
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RID collider_shape_rid_get(const int index);
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int collider_add(const Transform &local_transform, const Ref<Shape> &shape, const RID &shape_rid, const RID &body, const bool owns_shape = false);
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int collider_get_num() const;
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void colliders_clear();
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Vector<Variant> colliders_get();
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void colliders_set(const Vector<Variant> &colliders);
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void check_auto_lod();
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void apply_lod_level();
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//Debug
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void debug_mesh_allocate();
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void debug_mesh_free();
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bool debug_mesh_has();
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void debug_mesh_clear();
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void debug_mesh_array_clear();
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void debug_mesh_add_vertices_to(const PoolVector3Array &arr);
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void debug_mesh_send();
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void draw_debug_mdr_colliders();
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void free_meshes();
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void free_colliders();
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virtual void _init_materials();
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virtual void _build();
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virtual void _build_finished();
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void _prop_preprocess(Transform tarnsform, const Ref<PropData> &prop);
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void collision_layer_changed();
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void collision_mask_changed();
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virtual void _create_job();
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PropInstanceMerger();
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~PropInstanceMerger();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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protected:
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struct ColliderBody {
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Transform transform;
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RID body;
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Ref<Shape> shape;
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RID shape_rid;
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bool owns_shape;
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ColliderBody() {
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owns_shape = false;
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}
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};
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struct MeshEntry {
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RID mesh;
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RID mesh_instance;
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};
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private:
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bool _build_queued;
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bool _building;
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int _lod_level;
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Transform _last_transform;
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Ref<PropInstancePropJob> _job;
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Vector<Ref<Material>> _materials;
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Vector<MeshEntry> _meshes;
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Vector<ColliderBody> _colliders;
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bool _auto_lod;
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bool _auto_lod_on;
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float _first_lod_distance_squared;
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float _lod_reduction_distance_squared;
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float _lod_check_timer;
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//debug
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RID _debug_mesh_rid;
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RID _debug_mesh_instance;
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PoolVector3Array _debug_mesh_array;
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};
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#endif
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