/*************************************************************************/ /* multimesh.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 MULTIMESH_H #define MULTIMESH_H #include "scene/resources/mesh.h" #include "servers/visual_server.h" class MultiMesh : public Resource { GDCLASS(MultiMesh, Resource); RES_BASE_EXTENSION("multimesh"); 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: Ref mesh; RID multimesh; TransformFormat transform_format; ColorFormat color_format; CustomDataFormat custom_data_format; int instance_count; int visible_instance_count; PhysicsInterpolationQuality _physics_interpolation_quality; protected: static void _bind_methods(); void _set_transform_array(const PoolVector &p_array); PoolVector _get_transform_array() const; void _set_transform_2d_array(const PoolVector &p_array); PoolVector _get_transform_2d_array() const; void _set_color_array(const PoolVector &p_array); PoolVector _get_color_array() const; void _set_custom_data_array(const PoolVector &p_array); PoolVector _get_custom_data_array() const; public: void set_mesh(const Ref &p_mesh); Ref 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; 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); Transform get_instance_transform(int p_instance) const; Transform2D get_instance_transform_2d(int p_instance) const; void set_instance_color(int p_instance, const Color &p_color); 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 &p_array); void set_as_bulk_array_interpolated(const PoolVector &p_array_curr, const PoolVector &p_array_prev); void set_physics_interpolated(bool p_interpolated); virtual AABB get_aabb() const; 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