22d83bc9f6
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
183 lines
6.2 KiB
C++
183 lines
6.2 KiB
C++
/*************************************************************************/
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/* mesh.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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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_H
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#define MESH_H
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#include "servers/visual_server.h"
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#include "scene/resources/material.h"
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#include "scene/resources/shape.h"
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#include "resource.h"
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#include "triangle_mesh.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Mesh : public Resource {
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OBJ_TYPE( Mesh, Resource );
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RES_BASE_EXTENSION("msh");
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public:
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enum {
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NO_INDEX_ARRAY=VisualServer::NO_INDEX_ARRAY,
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ARRAY_WEIGHTS_SIZE=VisualServer::ARRAY_WEIGHTS_SIZE
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};
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enum ArrayType {
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ARRAY_VERTEX=VisualServer::ARRAY_VERTEX,
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ARRAY_NORMAL=VisualServer::ARRAY_NORMAL,
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ARRAY_TANGENT=VisualServer::ARRAY_TANGENT,
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ARRAY_COLOR=VisualServer::ARRAY_COLOR,
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ARRAY_TEX_UV=VisualServer::ARRAY_TEX_UV,
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ARRAY_TEX_UV2=VisualServer::ARRAY_TEX_UV2,
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ARRAY_BONES=VisualServer::ARRAY_BONES,
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ARRAY_WEIGHTS=VisualServer::ARRAY_WEIGHTS,
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ARRAY_INDEX=VisualServer::ARRAY_INDEX,
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ARRAY_MAX=VisualServer::ARRAY_MAX
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};
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enum ArrayFormat {
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/* ARRAY FORMAT FLAGS */
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ARRAY_FORMAT_VERTEX=1<<ARRAY_VERTEX, // mandatory
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ARRAY_FORMAT_NORMAL=1<<ARRAY_NORMAL,
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ARRAY_FORMAT_TANGENT=1<<ARRAY_TANGENT,
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ARRAY_FORMAT_COLOR=1<<ARRAY_COLOR,
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ARRAY_FORMAT_TEX_UV=1<<ARRAY_TEX_UV,
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ARRAY_FORMAT_TEX_UV2=1<<ARRAY_TEX_UV2,
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ARRAY_FORMAT_BONES=1<<ARRAY_BONES,
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ARRAY_FORMAT_WEIGHTS=1<<ARRAY_WEIGHTS,
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ARRAY_FORMAT_INDEX=1<<ARRAY_INDEX,
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};
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enum PrimitiveType {
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PRIMITIVE_POINTS=VisualServer::PRIMITIVE_POINTS,
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PRIMITIVE_LINES=VisualServer::PRIMITIVE_LINES,
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PRIMITIVE_LINE_STRIP=VisualServer::PRIMITIVE_LINE_STRIP,
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PRIMITIVE_LINE_LOOP=VisualServer::PRIMITIVE_LINE_LOOP,
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PRIMITIVE_TRIANGLES=VisualServer::PRIMITIVE_TRIANGLES,
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PRIMITIVE_TRIANGLE_STRIP=VisualServer::PRIMITIVE_TRIANGLE_STRIP,
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PRIMITIVE_TRIANGLE_FAN=VisualServer::PRIMITIVE_TRIANGLE_FAN,
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};
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enum MorphTargetMode {
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MORPH_MODE_NORMALIZED=VS::MORPH_MODE_NORMALIZED,
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MORPH_MODE_RELATIVE=VS::MORPH_MODE_RELATIVE,
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};
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private:
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struct Surface {
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String name;
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AABB aabb;
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Ref<Material> material;
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};
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Vector<Surface> surfaces;
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RID mesh;
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AABB aabb;
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MorphTargetMode morph_target_mode;
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Vector<StringName> morph_targets;
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AABB custom_aabb;
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mutable Ref<TriangleMesh> triangle_mesh;
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void _recompute_aabb();
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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void add_surface(PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array());
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Array surface_get_arrays(int p_surface) const;
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virtual Array surface_get_morph_arrays(int p_surface) const;
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void add_morph_target(const StringName& p_name);
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int get_morph_target_count() const;
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StringName get_morph_target_name(int p_index) const;
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void clear_morph_targets();
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void set_morph_target_mode(MorphTargetMode p_mode);
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MorphTargetMode get_morph_target_mode() const;
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int get_surface_count() const;
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void surface_remove(int p_idx);
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void surface_set_custom_aabb(int p_surface,const AABB& p_aabb); //only recognized by driver
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int surface_get_array_len(int p_idx) const;
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int surface_get_array_index_len(int p_idx) const;
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uint32_t surface_get_format(int p_idx) const;
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PrimitiveType surface_get_primitive_type(int p_idx) const;
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bool surface_is_alpha_sorting_enabled(int p_idx) const;
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void surface_set_material(int p_idx, const Ref<Material>& p_material);
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Ref<Material> surface_get_material(int p_idx) const;
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void surface_set_name(int p_idx, const String& p_name);
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String surface_get_name(int p_idx) const;
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void add_surface_from_mesh_data(const Geometry::MeshData& p_mesh_data);
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void set_custom_aabb(const AABB& p_custom);
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AABB get_custom_aabb() const;
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AABB get_aabb() const;
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virtual RID get_rid() const;
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Ref<Shape> create_trimesh_shape() const;
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Ref<Shape> create_convex_shape() const;
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Ref<Mesh> create_outline(float p_margin) const;
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void center_geometry();
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void regen_normalmaps();
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DVector<Face3> get_faces() const;
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Ref<TriangleMesh> generate_triangle_mesh() const;
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Mesh();
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~Mesh();
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};
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VARIANT_ENUM_CAST( Mesh::ArrayType );
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VARIANT_ENUM_CAST( Mesh::PrimitiveType );
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VARIANT_ENUM_CAST( Mesh::MorphTargetMode );
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#endif
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