mirror of
https://github.com/Relintai/terraman_2d.git
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118 lines
3.5 KiB
C++
118 lines
3.5 KiB
C++
/*
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Copyright (c) 2019-2022 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 "terrain_2d_world_blocky.h"
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#include "terrain_2d_chunk_blocky.h"
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#include "../../meshers/blocky/terrain_2d_mesher_blocky.h"
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#include "../jobs/terrain_2d_light_job.h"
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#include "../jobs/terrain_2d_prop_job.h"
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#include "../jobs/terrain_2d_terrain_job.h"
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Ref<Terrain2DChunk> Terrain2DWorldBlocky::_create_chunk(int x, int z, Ref<Terrain2DChunk> chunk) {
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if (!chunk.is_valid()) {
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chunk = Ref<Terrain2DChunk>(memnew(Terrain2DChunkBlocky));
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}
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if (chunk->job_get_count() == 0) {
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Ref<Terrain2DTerrain2DJob> tj;
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tj.instance();
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Ref<Terrain2DLightJob> lj;
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lj.instance();
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Ref<Terrain2DMesherJobStep> s;
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_NORMAL);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_NORMAL_LOD);
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s->set_lod_index(1);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_NORMAL_LOD);
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s->set_lod_index(2);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_MERGE_VERTS);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_BAKE_TEXTURE);
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tj->add_jobs_step(s);
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tj->set_mesher(Ref<Terrain2DMesher>(memnew(Terrain2DMesherBlocky())));
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Ref<Terrain2DMesherBlocky> liquid_mesher;
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liquid_mesher.instance();
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liquid_mesher->set_channel_index_type(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIQUID_TYPE);
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liquid_mesher->set_channel_index_isolevel(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIQUID_ISOLEVEL);
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tj->set_liquid_mesher(liquid_mesher);
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Ref<Terrain2DPropJob> pj;
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pj.instance();
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pj->set_prop_mesher(Ref<Terrain2DMesher>(memnew(Terrain2DMesherBlocky)));
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_NORMAL);
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pj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_MERGE_VERTS);
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pj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_BAKE_TEXTURE);
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pj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_SIMPLIFY_MESH);
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#ifdef MESH_UTILS_PRESENT
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Ref<FastQuadraticMeshSimplifier> fqms;
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fqms.instance();
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s->set_fqms(fqms);
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s->set_simplification_steps(2);
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#endif
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pj->add_jobs_step(s);
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chunk->job_add(lj);
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chunk->job_add(tj);
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chunk->job_add(pj);
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}
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return Terrain2DWorld::_create_chunk(x, z, chunk);
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}
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Terrain2DWorldBlocky::Terrain2DWorldBlocky() {
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set_data_margin_start(1);
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set_data_margin_end(1);
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}
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Terrain2DWorldBlocky ::~Terrain2DWorldBlocky() {
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}
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void Terrain2DWorldBlocky::_bind_methods() {
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} |