virtualx-engine/scene/resources/multimesh.h

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/**************************************************************************/
/* multimesh.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. */
/**************************************************************************/
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#ifndef MULTIMESH_H
#define MULTIMESH_H
#include "scene/resources/mesh.h"
#include "servers/visual_server.h"
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class MultiMesh : public Resource {
GDCLASS(MultiMesh, Resource);
RES_BASE_EXTENSION("multimesh");
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public:
enum TransformFormat {
TRANSFORM_2D = VS::MULTIMESH_TRANSFORM_2D,
TRANSFORM_3D = VS::MULTIMESH_TRANSFORM_3D
};
enum ColorFormat {
COLOR_NONE = VS::MULTIMESH_COLOR_NONE,
COLOR_8BIT = VS::MULTIMESH_COLOR_8BIT,
COLOR_FLOAT = VS::MULTIMESH_COLOR_FLOAT,
};
enum CustomDataFormat {
CUSTOM_DATA_NONE,
CUSTOM_DATA_8BIT,
CUSTOM_DATA_FLOAT,
};
enum PhysicsInterpolationQuality {
INTERP_QUALITY_FAST,
INTERP_QUALITY_HIGH,
};
private:
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Ref<Mesh> mesh;
RID multimesh;
TransformFormat transform_format;
ColorFormat color_format;
CustomDataFormat custom_data_format;
int instance_count;
int visible_instance_count;
PhysicsInterpolationQuality _physics_interpolation_quality;
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protected:
static void _bind_methods();
void _set_transform_array(const PoolVector<Vector3> &p_array);
PoolVector<Vector3> _get_transform_array() const;
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void _set_transform_2d_array(const PoolVector<Vector2> &p_array);
PoolVector<Vector2> _get_transform_2d_array() const;
void _set_color_array(const PoolVector<Color> &p_array);
PoolVector<Color> _get_color_array() const;
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void _set_custom_data_array(const PoolVector<Color> &p_array);
PoolVector<Color> _get_custom_data_array() const;
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public:
void set_mesh(const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_mesh() const;
void set_color_format(ColorFormat p_color_format);
ColorFormat get_color_format() const;
void set_custom_data_format(CustomDataFormat p_custom_data_format);
CustomDataFormat get_custom_data_format() const;
void set_transform_format(TransformFormat p_transform_format);
TransformFormat get_transform_format() const;
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void set_instance_count(int p_count);
int get_instance_count() const;
void set_visible_instance_count(int p_count);
int get_visible_instance_count() const;
void set_physics_interpolation_quality(PhysicsInterpolationQuality p_quality);
PhysicsInterpolationQuality get_physics_interpolation_quality() const { return _physics_interpolation_quality; }
void set_instance_transform(int p_instance, const Transform &p_transform);
void set_instance_transform_2d(int p_instance, const Transform2D &p_transform);
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Transform get_instance_transform(int p_instance) const;
Transform2D get_instance_transform_2d(int p_instance) const;
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void set_instance_color(int p_instance, const Color &p_color);
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Color get_instance_color(int p_instance) const;
void set_instance_custom_data(int p_instance, const Color &p_custom_data);
Color get_instance_custom_data(int p_instance) const;
void reset_instance_physics_interpolation(int p_instance);
void set_as_bulk_array(const PoolVector<float> &p_array);
void set_as_bulk_array_interpolated(const PoolVector<float> &p_array_curr, const PoolVector<float> &p_array_prev);
void set_physics_interpolated(bool p_interpolated);
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virtual AABB get_aabb() const;
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virtual RID get_rid() const;
MultiMesh();
~MultiMesh();
};
VARIANT_ENUM_CAST(MultiMesh::TransformFormat);
VARIANT_ENUM_CAST(MultiMesh::ColorFormat);
VARIANT_ENUM_CAST(MultiMesh::CustomDataFormat);
VARIANT_ENUM_CAST(MultiMesh::PhysicsInterpolationQuality);
#endif // MULTIMESH_H