terraman_2d/meshers/terrain_2d_mesher.h

240 lines
6.5 KiB
C++

/*
Copyright (c) 2019-2022 Péter Magyar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef TERRAIN_2D_TOOLS_H
#define TERRAIN_2D_TOOLS_H
#include "core/version.h"
#if VERSION_MAJOR > 3
#include "core/object/ref_counted.h"
#ifndef Reference
#define Reference RefCounted
#endif
#include "core/math/color.h"
#include "core/templates/vector.h"
#else
#include "core/color.h"
#include "core/reference.h"
#include "core/vector.h"
#endif
#include "../defines.h"
#include pool_vector_h
include_pool_vector
#include mesh_instance_h
#include "core/math/rect2.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "scene/main/node.h"
#include "scene/resources/material.h"
#include "scene/resources/mesh.h"
#ifdef MESH_DATA_RESOURCE_PRESENT
#include "../../mesh_data_resource/mesh_data_resource.h"
#endif
#include "scene/resources/shape_2d.h"
#include "../library/terrain_2d_library.h"
class Terrain2DLibrary;
class Terrain2DChunk;
class Terrain2DMesher : public Reference {
GDCLASS(Terrain2DMesher, Reference);
public:
const double PI_2 = 3.141592653589793238463 / 2;
const double PI = 3.141592653589793238463;
struct Vertex {
Vector2 vertex;
Color color;
Vector2 uv;
Vector<int> bones;
Vector<float> weights;
bool operator==(const Vertex &p_vertex) const;
Vertex() {}
};
struct VertexHasher {
static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
};
struct WeightSort {
int index;
float weight;
bool operator<(const WeightSort &p_right) const {
return weight < p_right.weight;
}
};
public:
int get_channel_index_type() const;
void set_channel_index_type(const int value);
int get_format() const;
void set_format(const int value);
int get_texture_scale() const;
void set_texture_scale(const int value);
Transform2D get_mesh_transform();
void set_mesh_transform(const Transform2D &value);
Ref<Terrain2DLibrary> get_library();
void set_library(const Ref<Terrain2DLibrary> &library);
Ref<Material> get_material();
void set_material(const Ref<Material> &material);
float get_ao_strength() const;
void set_ao_strength(const float value);
float get_base_light_value() const;
void set_base_light_value(const float value);
int get_cell_size_x() const;
void set_cell_size_x(const int val);
int get_cell_size_y() const;
void set_cell_size_y(const int val);
Rect2 get_uv_margin() const;
void set_uv_margin(const Rect2 margin);
virtual void reset();
void add_chunk(Ref<Terrain2DChunk> chunk);
#ifdef MESH_DATA_RESOURCE_PRESENT
void add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position = Vector3(0, 0, 0), const Vector3 rotation = Vector3(0, 0, 0), const Vector3 scale = Vector3(1.0, 1.0, 1.0), const Rect2 uv_rect = Rect2(0, 0, 1, 1));
void add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform2D transform, const Rect2 uv_rect = Rect2(0, 0, 1, 1));
void add_mesh_data_resource_transform_colored(Ref<MeshDataResource> mesh, const Transform2D transform, const PoolColorArray &colors, const Rect2 uv_rect = Rect2(0, 0, 1, 1));
#endif
void add_mesher(const Ref<Terrain2DMesher> &mesher);
void _add_mesher(const Ref<Terrain2DMesher> &mesher);
void bake_colors(Ref<Terrain2DChunk> chunk);
void bake_liquid_colors(Ref<Terrain2DChunk> chunk);
PoolVector<Vector2> build_collider() const;
virtual void create_tile_colliders(Ref<Terrain2DChunk> chunk);
void bake_lights(MeshInstance *node, Vector<Ref<Terrain2DLight>> &lights);
Array build_mesh();
void build_mesh_into(RID mesh);
void remove_doubles();
void remove_doubles_hashed();
void store_mesh();
int get_stored_mesh_count() const;
Array build_stored_mesh(const int index);
Transform2D get_stored_mesh_transform(const int index);
void build_stored_mesh_into(const int index, RID mesh);
AABB calculate_stored_mesh_aabb(const int index);
virtual Ref<Shape2D> create_terrain_tile_collider_shape(Ref<Terrain2DChunk> chunk);
PoolVector<Vector2> get_vertices() const;
void set_vertices(const PoolVector<Vector2> &values);
int get_vertex_count() const;
Vector2 get_vertex(const int idx) const;
void remove_vertex(const int idx);
void add_vertex(const Vector2 &vertex);
PoolVector<Color> get_colors() const;
void set_colors(const PoolVector<Color> &values);
Color get_color(const int idx) const;
void add_color(const Color &color);
PoolVector<Vector2> get_uvs() const;
void set_uvs(const PoolVector<Vector2> &values);
Vector2 get_uv(const int idx) const;
void add_uv(const Vector2 &vector);
PoolVector<int> get_indices() const;
void set_indices(const PoolVector<int> &values);
int get_indices_count() const;
int get_index(const int idx) const;
void remove_index(const int idx);
void add_indices(const int index);
#if VERSION_MAJOR >= 4
GDVIRTUAL1(_add_chunk, Ref<Terrain2DChunk>);
GDVIRTUAL1(_bake_colors, Ref<Terrain2DChunk>);
GDVIRTUAL1(_bake_liquid_colors, Ref<Terrain2DChunk>);
GDVIRTUAL1(_add_mesher, Ref<Terrain2DChunk>);
#endif
Terrain2DMesher(const Ref<Terrain2DLibrary> &library);
Terrain2DMesher();
~Terrain2DMesher();
protected:
static void _bind_methods();
int _channel_index_type;
int _format;
int _texture_scale;
Transform2D _mesh_transform;
PoolVector<Vertex> _vertices;
PoolVector<int> _indices;
Color _last_color;
Vector2 _last_uv;
Vector<int> _last_bones;
Vector<float> _last_weights;
Ref<Terrain2DLibrary> _library;
Ref<Material> _material;
int _cell_size_x;
int _cell_size_y;
float _ao_strength;
float _base_light_value;
Rect2 _uv_margin;
struct Terrain2DMesherStoredMesh {
PoolVector<Vertex> vertices;
PoolVector<int> indices;
Transform2D transform;
};
Vector<Terrain2DMesherStoredMesh> _stored_meshes;
};
#endif