2014-02-10 02:10:30 +01:00
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/*************************************************************************/
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/* mesh_data_tool.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 14:16:55 +02:00
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/* https://godotengine.org */
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2014-02-10 02:10:30 +01:00
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/*************************************************************************/
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2017-01-01 22:01:57 +01:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-08 00:11:42 +02:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 02:10:30 +01:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef MESH_DATA_TOOL_H
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#define MESH_DATA_TOOL_H
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#include "scene/resources/mesh.h"
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class MeshDataTool : public Reference {
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GDCLASS(MeshDataTool, Reference);
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2014-02-10 02:10:30 +01:00
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int format;
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struct Vertex {
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Vector3 vertex;
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Color color;
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Vector3 normal; // normal, binormal, tangent
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Plane tangent;
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Vector2 uv;
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Vector2 uv2;
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Vector<int> bones;
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Vector<float> weights;
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Vector<int> edges;
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Vector<int> faces;
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Variant meta;
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};
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Vector<Vertex> vertices;
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struct Edge {
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int vertex[2];
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Vector<int> faces;
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Variant meta;
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};
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Vector<Edge> edges;
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struct Face {
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int v[3];
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int edges[3];
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Variant meta;
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};
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Vector<Face> faces;
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Ref<Material> material;
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protected:
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static void _bind_methods();
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public:
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void clear();
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Error create_from_surface(const Ref<ArrayMesh> &p_mesh, int p_surface);
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Error commit_to_surface(const Ref<ArrayMesh> &p_mesh);
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int get_format() const;
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int get_vertex_count() const;
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int get_edge_count() const;
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int get_face_count() const;
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Vector3 get_vertex(int p_idx) const;
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void set_vertex(int p_idx, const Vector3 &p_vertex);
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Vector3 get_vertex_normal(int p_idx) const;
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void set_vertex_normal(int p_idx, const Vector3 &p_normal);
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Plane get_vertex_tangent(int p_idx) const;
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void set_vertex_tangent(int p_idx, const Plane &p_tangent);
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Vector2 get_vertex_uv(int p_idx) const;
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void set_vertex_uv(int p_idx, const Vector2 &p_uv);
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Vector2 get_vertex_uv2(int p_idx) const;
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void set_vertex_uv2(int p_idx, const Vector2 &p_uv2);
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Color get_vertex_color(int p_idx) const;
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void set_vertex_color(int p_idx, const Color &p_color);
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Vector<int> get_vertex_bones(int p_idx) const;
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void set_vertex_bones(int p_idx, const Vector<int> &p_bones);
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Vector<float> get_vertex_weights(int p_idx) const;
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void set_vertex_weights(int p_idx, const Vector<float> &p_weights);
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Variant get_vertex_meta(int p_idx) const;
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void set_vertex_meta(int p_idx, const Variant &p_meta);
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Vector<int> get_vertex_edges(int p_idx) const;
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Vector<int> get_vertex_faces(int p_idx) const;
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int get_edge_vertex(int p_edge, int p_vertex) const;
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Vector<int> get_edge_faces(int p_edge) const;
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Variant get_edge_meta(int p_idx) const;
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void set_edge_meta(int p_idx, const Variant &p_meta);
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int get_face_vertex(int p_face, int p_vertex) const;
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int get_face_edge(int p_face, int p_vertex) const;
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Variant get_face_meta(int p_face) const;
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void set_face_meta(int p_face, const Variant &p_meta);
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Vector3 get_face_normal(int p_face) const;
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Ref<Material> get_material() const;
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void set_material(const Ref<Material> &p_material);
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MeshDataTool();
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};
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#endif // MESH_DATA_TOOL_H
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