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Moved PropMesherJobStep to the jobs folder.
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@ -50,7 +50,7 @@ sources = [
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"jobs/prop_texture_job.cpp",
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"prop_mesher_job_step.cpp",
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"jobs/prop_mesher_job_step.cpp",
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]
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if ARGUMENTS.get('custom_modules_shared', 'no') == 'yes':
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@ -22,7 +22,7 @@ SOFTWARE.
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#include "prop_mesher_job_step.h"
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const String PropMesherJobStep::BINDING_STRING_TERRA_TERRARIN_JOB_STEP_TYPE = "Normal,Normal LOD,Drop UV2,Merge Verts,Bake Texture,Simplify Mesh";
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const String PropMesherJobStep::BINDING_STRING_PROP_MESHER_JOB_STEP_TYPE = "Normal,Normal LOD,Drop UV2,Merge Verts,Bake Texture,Simplify Mesh";
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PropMesherJobStep::PropMesherJobStepType PropMesherJobStep::get_job_type() const {
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return _job_type;
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@ -89,7 +89,7 @@ PropMesherJobStep::~PropMesherJobStep() {
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void PropMesherJobStep::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_job_type"), &PropMesherJobStep::get_job_type);
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ClassDB::bind_method(D_METHOD("set_job_type", "value"), &PropMesherJobStep::set_job_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "job_type", PROPERTY_HINT_ENUM, PropMesherJobStep::BINDING_STRING_TERRA_TERRARIN_JOB_STEP_TYPE), "set_job_type", "get_job_type");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "job_type", PROPERTY_HINT_ENUM, PropMesherJobStep::BINDING_STRING_PROP_MESHER_JOB_STEP_TYPE), "set_job_type", "get_job_type");
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ClassDB::bind_method(D_METHOD("get_lod_index"), &PropMesherJobStep::get_lod_index);
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ClassDB::bind_method(D_METHOD("set_lod_index", "value"), &PropMesherJobStep::set_lod_index);
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@ -119,7 +119,5 @@ void PropMesherJobStep::_bind_methods() {
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BIND_ENUM_CONSTANT(TYPE_MERGE_VERTS);
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BIND_ENUM_CONSTANT(TYPE_BAKE_TEXTURE);
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BIND_ENUM_CONSTANT(TYPE_SIMPLIFY_MESH);
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BIND_ENUM_CONSTANT(TYPE_BAKE_VERTEX_COLOR_AO);
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BIND_ENUM_CONSTANT(TYPE_BAKE_VERTEX_COLOR_RAO);
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BIND_ENUM_CONSTANT(TYPE_OTHER);
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}
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@ -32,13 +32,17 @@ SOFTWARE.
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#endif
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#ifdef MESH_UTILS_PRESENT
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#include "../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#include "../../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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class PropMesherJobStep : public Reference {
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GDCLASS(PropMesherJobStep, Reference);
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public:
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//todo add:
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//type generate lighting,
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//type skip (this would leave the mesh empty)
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//type previous mesh (this would set the previous mesh's rid to the current lod level)
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enum PropMesherJobStepType {
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TYPE_NORMAL = 0,
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TYPE_NORMAL_LOD,
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@ -46,12 +50,10 @@ public:
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TYPE_MERGE_VERTS,
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TYPE_BAKE_TEXTURE,
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TYPE_SIMPLIFY_MESH,
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TYPE_BAKE_VERTEX_COLOR_AO,
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TYPE_BAKE_VERTEX_COLOR_RAO,
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TYPE_OTHER,
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};
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static const String BINDING_STRING_TERRA_TERRARIN_JOB_STEP_TYPE;
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static const String BINDING_STRING_PROP_MESHER_JOB_STEP_TYPE;
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PropMesherJobStepType get_job_type() const;
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void set_job_type(const PropMesherJobStepType value);
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@ -47,11 +47,10 @@ SOFTWARE.
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#include "prop_instance_prop_job.h"
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#include "jobs/prop_texture_job.h"
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#include "jobs/prop_mesher_job_step.h"
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#include "prop_scene_instance.h"
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#include "prop_mesher_job_step.h"
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#include "singleton/prop_texture_cache.h"
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#include "singleton/prop_utils.h"
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