mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-20 10:47:19 +01:00
Brought over the prop job step code from Terraman. (It's not yet enabled.)
This commit is contained in:
parent
7ac23679e5
commit
08be795296
@ -24,12 +24,15 @@ SOFTWARE.
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#include "../../defines.h"
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#include "../../library/voxel_surface.h"
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#include "../../library/voxel_library.h"
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#include "../../library/voxel_surface.h"
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#include "../../meshers/voxel_mesher.h"
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#include "../default/voxel_chunk_default.h"
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#include "../../library/voxel_material_cache.h"
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#include "../default/voxel_chunk_default.h"
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#ifdef MESH_DATA_RESOURCE_PRESENT
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#include "../../../mesh_data_resource/mesh_data_resource.h"
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#endif
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@ -47,6 +50,28 @@ void VoxelPropJob::set_prop_mesher(const Ref<VoxelMesher> &mesher) {
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_prop_mesher = mesher;
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}
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Ref<VoxelMesherJobStep> VoxelPropJob::get_jobs_step(int index) const {
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ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<VoxelMesherJobStep>());
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return _job_steps.get(index);
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}
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void VoxelPropJob::set_jobs_step(int index, const Ref<VoxelMesherJobStep> &step) {
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ERR_FAIL_INDEX(index, _job_steps.size());
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_job_steps.set(index, step);
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}
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void VoxelPropJob::remove_jobs_step(const int index) {
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ERR_FAIL_INDEX(index, _job_steps.size());
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_job_steps.remove(index);
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}
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void VoxelPropJob::add_jobs_step(const Ref<VoxelMesherJobStep> &step) {
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_job_steps.push_back(step);
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}
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int VoxelPropJob::get_jobs_step_count() const {
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return _job_steps.size();
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}
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void VoxelPropJob::phase_physics_process() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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@ -330,6 +355,94 @@ void VoxelPropJob::phase_prop() {
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next_job();
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}
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void VoxelPropJob::new_phase_prop() {
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#ifdef MESH_DATA_RESOURCE_PRESENT
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Ref<VoxelChunkDefault> chunk = _chunk;
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if (!get_prop_mesher().is_valid()) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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if (should_do()) {
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if (chunk->mesh_data_resource_get_count() == 0) {
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reset_stages();
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (chunk->mesh_data_resource_get_is_inside(i)) {
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get_prop_mesher()->add_mesh_data_resource_transform(chunk->mesh_data_resource_get(i), chunk->mesh_data_resource_get_transform(i), chunk->mesh_data_resource_get_uv_rect(i));
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}
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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get_prop_mesher()->bake_colors(_chunk);
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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VoxelWorldDefault *world = Object::cast_to<VoxelWorldDefault>(chunk->get_voxel_world());
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if (world) {
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (!chunk->mesh_data_resource_get_is_inside(i)) {
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Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
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ERR_CONTINUE(!mdr.is_valid());
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Transform trf = chunk->mesh_data_resource_get_transform(i);
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Array arr = mdr->get_array();
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if (arr.size() <= Mesh::ARRAY_VERTEX) {
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continue;
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}
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PoolVector3Array varr = arr[Mesh::ARRAY_VERTEX];
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if (varr.size() == 0) {
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continue;
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}
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PoolColorArray carr = world->get_vertex_colors(trf, varr);
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get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->mesh_data_resource_get_uv_rect(i));
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}
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}
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}
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}
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}
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if (get_prop_mesher()->get_vertex_count() == 0) {
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reset_stages();
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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#endif
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reset_stages();
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next_phase();
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}
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void VoxelPropJob::_physics_process(float delta) {
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if (_phase == 0)
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phase_physics_process();
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@ -363,12 +476,47 @@ void VoxelPropJob::_execute_phase() {
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}
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}
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void VoxelPropJob::new_execute_phase() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<VoxelLibrary> library = _chunk->get_library();
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ERR_FAIL_COND(!library.is_valid());
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Ref<VoxelChunkDefault> chunk = _chunk;
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if (!chunk.is_valid()
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#ifdef MESH_DATA_RESOURCE_PRESENT
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|| chunk->mesh_data_resource_get_count() == 0
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#endif
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) {
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set_complete(true);
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next_job();
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return;
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}
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if (_phase == 1) {
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phase_setup();
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} else if (_phase == 2) {
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new_phase_prop();
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} else if (_phase == 3) {
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phase_steps();
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} else if (_phase > 3) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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ERR_FAIL_MSG("VoxelPropJob: _phase is too high!");
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}
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}
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void VoxelPropJob::_reset() {
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VoxelJob::_reset();
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_build_done = false;
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_phase = 0;
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_current_job_step = 0;
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_current_mesh = 0;
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if (get_prop_mesher().is_valid()) {
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get_prop_mesher()->reset();
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get_prop_mesher()->set_library(_chunk->get_library());
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@ -377,8 +525,336 @@ void VoxelPropJob::_reset() {
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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void VoxelPropJob::phase_setup() {
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Ref<VoxelLibrary> library = _chunk->get_library();
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if (!library->supports_caching()) {
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next_phase();
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return;
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}
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if (library->supports_caching()) {
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if (!_chunk->prop_material_cache_key_has()) {
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library->prop_material_cache_get_key(_chunk);
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if (!_chunk->prop_material_cache_key_has()) {
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//chunk does not need a key
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next_phase();
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return;
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}
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}
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Ref<VoxelMaterialCache> cache = library->prop_material_cache_get(_chunk->prop_material_cache_key_get());
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//Note: without threadpool and threading none of this can happen, as cache will get initialized the first time a thread requests it!
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while (!cache->get_initialized()) {
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//Means it's currently merging the atlases on a different thread.
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//Let's just wait
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OS::get_singleton()->delay_usec(100);
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}
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#if MESH_DATA_RESOURCE_PRESENT
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for (int i = 0; i < _chunk->mesh_data_resource_get_count(); ++i) {
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Ref<Texture> tex = _chunk->mesh_data_resource_get_texture(i);
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if (!tex.is_valid())
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continue;
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Rect2 r = cache->additional_texture_get_uv_rect(tex);
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_chunk->mesh_data_resource_set_uv_rect(i, r);
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}
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#endif
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}
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next_phase();
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if (should_return()) {
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return;
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}
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}
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void VoxelPropJob::phase_steps() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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ERR_FAIL_COND(!_prop_mesher.is_valid());
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if (should_return()) {
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return;
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}
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if (_prop_mesher->get_vertex_count() == 0) {
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reset_stages();
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//next_phase();
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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//set up the meshes
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if (should_do()) {
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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if (mesh_rid == RID()) {
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//need to allocate the meshes
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//first count how many we need
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int count = 0;
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for (int i = 0; i < _job_steps.size(); ++i) {
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Ref<VoxelMesherJobStep> step = _job_steps[i];
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ERR_FAIL_COND(!step.is_valid());
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switch (step->get_job_type()) {
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case VoxelMesherJobStep::TYPE_NORMAL:
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++count;
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break;
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case VoxelMesherJobStep::TYPE_NORMAL_LOD:
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++count;
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break;
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case VoxelMesherJobStep::TYPE_DROP_UV2:
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++count;
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break;
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case VoxelMesherJobStep::TYPE_MERGE_VERTS:
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++count;
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break;
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case VoxelMesherJobStep::TYPE_BAKE_TEXTURE:
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++count;
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break;
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case VoxelMesherJobStep::TYPE_SIMPLIFY_MESH:
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#ifdef MESH_UTILS_PRESENT
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count += step->get_simplification_steps();
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#endif
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break;
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default:
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break;
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}
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}
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//allocate
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if (count > 0)
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chunk->meshes_create(VoxelChunkDefault::MESH_INDEX_PROP, count);
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} else {
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//we have the meshes, just clear
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int count = chunk->mesh_rid_get_count(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH);
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for (int i = 0; i < count; ++i) {
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mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i);
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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#if !GODOT4
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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#else
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VS::get_singleton()->mesh_clear(mesh_rid);
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#endif
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}
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}
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}
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for (; _current_job_step < _job_steps.size();) {
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Ref<VoxelMesherJobStep> step = _job_steps[_current_job_step];
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ERR_FAIL_COND(!step.is_valid());
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switch (step->get_job_type()) {
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case VoxelMesherJobStep::TYPE_NORMAL:
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step_type_normal();
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break;
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case VoxelMesherJobStep::TYPE_NORMAL_LOD:
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step_type_normal_lod();
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break;
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case VoxelMesherJobStep::TYPE_DROP_UV2:
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step_type_drop_uv2();
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break;
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case VoxelMesherJobStep::TYPE_MERGE_VERTS:
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step_type_merge_verts();
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break;
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case VoxelMesherJobStep::TYPE_BAKE_TEXTURE:
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step_type_bake_texture();
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break;
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case VoxelMesherJobStep::TYPE_SIMPLIFY_MESH:
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step_type_simplify_mesh();
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break;
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case VoxelMesherJobStep::TYPE_OTHER:
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//do nothing
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break;
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}
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++_current_job_step;
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if (should_return()) {
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return;
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}
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}
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reset_stages();
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//next_phase();
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set_complete(true); //So threadpool knows it's done
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next_job();
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}
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void VoxelPropJob::step_type_normal() {
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//TODO add a lighting generation step
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Ref<VoxelChunkDefault> chunk = _chunk;
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temp_mesh_arr = _prop_mesher->build_mesh();
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat;
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if (chunk->prop_material_cache_key_has()) {
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lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
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} else {
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lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
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}
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if (lmat.is_valid()) {
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VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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++_current_mesh;
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}
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void VoxelPropJob::step_type_normal_lod() {
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print_error("Error: step_type_normal_lod doesn't work for VoxelPropJobs!");
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++_current_mesh;
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}
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void VoxelPropJob::step_type_drop_uv2() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat;
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if (chunk->prop_material_cache_key_has()) {
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lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
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} else {
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lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
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}
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if (lmat.is_valid()) {
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VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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++_current_mesh;
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}
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void VoxelPropJob::step_type_merge_verts() {
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Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
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temp_mesh_arr = temp_mesh_arr2;
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Ref<VoxelChunkDefault> chunk = _chunk;
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat;
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if (chunk->prop_material_cache_key_has()) {
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lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
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} else {
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lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
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}
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if (lmat.is_valid()) {
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VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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++_current_mesh;
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}
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void VoxelPropJob::step_type_bake_texture() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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Ref<ShaderMaterial> mat = chunk->get_library()->material_lod_get(0);
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Ref<SpatialMaterial> spmat = chunk->get_library()->material_lod_get(0);
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Ref<Texture> tex;
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if (mat.is_valid()) {
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tex = mat->get_shader_param("texture_albedo");
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} else if (spmat.is_valid()) {
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tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
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}
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if (tex.is_valid()) {
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temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex);
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant();
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat;
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if (chunk->prop_material_cache_key_has()) {
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lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
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} else {
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lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
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||||
}
|
||||
|
||||
if (lmat.is_valid()) {
|
||||
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
||||
}
|
||||
}
|
||||
|
||||
++_current_mesh;
|
||||
}
|
||||
|
||||
void VoxelPropJob::step_type_simplify_mesh() {
|
||||
#ifdef MESH_UTILS_PRESENT
|
||||
|
||||
Ref<VoxelChunkDefault> chunk = _chunk;
|
||||
Ref<VoxelMesherJobStep> step = _job_steps[_current_job_step];
|
||||
ERR_FAIL_COND(!step.is_valid());
|
||||
Ref<FastQuadraticMeshSimplifier> fqms = step->get_fqms();
|
||||
ERR_FAIL_COND(!fqms.is_valid());
|
||||
|
||||
fqms->initialize(temp_mesh_arr);
|
||||
|
||||
for (int i = 0; i < step->get_simplification_steps(); ++i) {
|
||||
fqms->simplify_mesh(temp_mesh_arr.size() * step->get_simplification_step_ratio(), step->get_simplification_agressiveness());
|
||||
temp_mesh_arr = fqms->get_arrays();
|
||||
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
||||
|
||||
VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
||||
|
||||
Ref<Material> lmat;
|
||||
|
||||
if (chunk->prop_material_cache_key_has()) {
|
||||
lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
|
||||
} else {
|
||||
lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
|
||||
}
|
||||
|
||||
if (lmat.is_valid()) {
|
||||
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
||||
}
|
||||
|
||||
++_current_mesh;
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
VoxelPropJob::VoxelPropJob() {
|
||||
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
|
||||
|
||||
_current_job_step = 0;
|
||||
_current_mesh = 0;
|
||||
}
|
||||
|
||||
VoxelPropJob::~VoxelPropJob() {
|
||||
@ -389,5 +865,11 @@ void VoxelPropJob::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &VoxelPropJob::set_prop_mesher);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher", 0), "set_prop_mesher", "get_prop_mesher");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &VoxelPropJob::get_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &VoxelPropJob::set_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &VoxelPropJob::remove_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &VoxelPropJob::add_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &VoxelPropJob::get_jobs_step_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &VoxelPropJob::_physics_process);
|
||||
}
|
||||
|
@ -25,6 +25,8 @@ SOFTWARE.
|
||||
|
||||
#include "voxel_job.h"
|
||||
|
||||
#include "voxel_mesher_job_step.h"
|
||||
|
||||
class VoxelMesher;
|
||||
|
||||
class VoxelPropJob : public VoxelJob {
|
||||
@ -34,13 +36,32 @@ public:
|
||||
Ref<VoxelMesher> get_prop_mesher() const;
|
||||
void set_prop_mesher(const Ref<VoxelMesher> &mesher);
|
||||
|
||||
Ref<VoxelMesherJobStep> get_jobs_step(const int index) const;
|
||||
void set_jobs_step(const int index, const Ref<VoxelMesherJobStep> &step);
|
||||
void remove_jobs_step(const int index);
|
||||
void add_jobs_step(const Ref<VoxelMesherJobStep> &step);
|
||||
int get_jobs_step_count() const;
|
||||
|
||||
void phase_physics_process();
|
||||
void phase_prop();
|
||||
void new_phase_prop();
|
||||
|
||||
void _physics_process(float delta);
|
||||
void _execute_phase();
|
||||
void new_execute_phase();
|
||||
void _reset();
|
||||
|
||||
void phase_setup();
|
||||
|
||||
void phase_steps();
|
||||
|
||||
void step_type_normal();
|
||||
void step_type_normal_lod();
|
||||
void step_type_drop_uv2();
|
||||
void step_type_merge_verts();
|
||||
void step_type_bake_texture();
|
||||
void step_type_simplify_mesh();
|
||||
|
||||
VoxelPropJob();
|
||||
~VoxelPropJob();
|
||||
|
||||
@ -49,6 +70,10 @@ protected:
|
||||
|
||||
Ref<VoxelMesher> _prop_mesher;
|
||||
|
||||
Vector<Ref<VoxelMesherJobStep>> _job_steps;
|
||||
int _current_job_step;
|
||||
int _current_mesh;
|
||||
|
||||
Array temp_mesh_arr;
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user