virtualx-engine/scene/resources/multimesh.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

142 lines
5.4 KiB
C++

/**************************************************************************/
/* 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. */
/**************************************************************************/
#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> 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<Vector3> &p_array);
PoolVector<Vector3> _get_transform_array() const;
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;
void _set_custom_data_array(const PoolVector<Color> &p_array);
PoolVector<Color> _get_custom_data_array() const;
public:
void set_mesh(const Ref<Mesh> &p_mesh);
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;
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<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);
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