mirror of
https://github.com/Relintai/props.git
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129 lines
3.2 KiB
C++
129 lines
3.2 KiB
C++
/*
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Copyright (c) 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 PROP_INSTANCE_MERGER_H
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#define PROP_INSTANCE_MERGER_H
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#include "prop_instance.h"
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#include "core/version.h"
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#if VERSION_MAJOR < 4
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#include "scene/3d/spatial.h"
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#else
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#include "scene/3d/node_3d.h"
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#define Spatial Node3D
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#endif
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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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Ref<PropInstanceJob> get_job();
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void set_job(const Ref<PropInstanceJob> &job);
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#ifdef TEXTURE_PACKER_PRESENT
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bool get_merge_textures() const;
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void set_merge_textures(const bool value);
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#endif
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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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void mesh_add(const RID value);
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int mesh_get_num() const;
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void meshs_clear();
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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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RID collider_get(const int index);
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void collider_add(const RID value);
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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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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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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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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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private:
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Ref<PropData> _prop_data;
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bool _build_queued;
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bool _building;
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Ref<PropInstancePropJob> _job;
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#ifdef TEXTURE_PACKER_PRESENT
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bool _merge_textures;
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#endif
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Vector<Ref<Material> > _materials;
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Vector<RID> _meshes;
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Vector<RID> _colliders;
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float _first_lod_distance_squared;
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float _lod_reduction_distance_squared;
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};
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#endif
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