virtualx-engine/scene/resources/multimesh.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

79 lines
3.1 KiB
C++

/*************************************************************************/
/* multimesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 MULTIMESH_H
#define MULTIMESH_H
#include "scene/resources/mesh.h"
class MultiMesh : public Resource {
OBJ_TYPE( MultiMesh, Resource );
RES_BASE_EXTENSION("mmsh");
AABB aabb;
Ref<Mesh> mesh;
RID multimesh;
protected:
static void _bind_methods();
void _set_transform_array(const DVector<Vector3>& p_array);
DVector<Vector3> _get_transform_array() const;
void _set_color_array(const DVector<Color>& p_array);
DVector<Color> _get_color_array() const;
public:
void set_mesh(const Ref<Mesh>& p_mesh);
Ref<Mesh> get_mesh() const;
void set_instance_count(int p_count);
int get_instance_count() const;
void set_instance_transform(int p_instance, const Transform& p_transform);
Transform get_instance_transform(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_aabb(const AABB& p_aabb);
virtual AABB get_aabb() const;
void generate_aabb();
virtual RID get_rid() const;
MultiMesh();
~MultiMesh();
};
#endif // MULTI_MESH_H