virtualx-engine/scene/resources/mesh_texture.h

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/**************************************************************************/
/* mesh_texture.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 MESH_TEXTURE_H
#define MESH_TEXTURE_H
#include "scene/resources/texture.h"
class Mesh;
class MeshTexture : public Texture2D {
GDCLASS(MeshTexture, Texture2D);
RES_BASE_EXTENSION("meshtex");
Ref<Texture2D> base_texture;
Ref<Mesh> mesh;
Size2i size;
protected:
static void _bind_methods();
public:
virtual int get_width() const override;
virtual int get_height() const override;
virtual RID get_rid() const override;
virtual bool has_alpha() const override;
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
void set_image_size(const Size2 &p_size);
Size2 get_image_size() const;
void set_base_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_base_texture() const;
virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const override;
virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const override;
virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, bool p_clip_uv = true) const override;
virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const override;
bool is_pixel_opaque(int p_x, int p_y) const override;
MeshTexture();
};
#endif // MESH_TEXTURE_H