d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
90 lines
3.4 KiB
C++
90 lines
3.4 KiB
C++
/*************************************************************************/
|
|
/* mesh_instance.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 MESH_INSTANCE_H
|
|
#define MESH_INSTANCE_H
|
|
|
|
#include "scene/3d/visual_instance.h"
|
|
#include "scene/resources/mesh.h"
|
|
|
|
/**
|
|
@author Juan Linietsky <reduzio@gmail.com>
|
|
*/
|
|
class MeshInstance : public GeometryInstance {
|
|
|
|
OBJ_TYPE( MeshInstance, GeometryInstance );
|
|
|
|
Ref<Mesh> mesh;
|
|
NodePath skeleton_path;
|
|
|
|
struct MorphTrack {
|
|
|
|
int idx;
|
|
float value;
|
|
MorphTrack() { idx=0; value=0; }
|
|
};
|
|
|
|
Map<StringName,MorphTrack> morph_tracks;
|
|
Vector<Ref<Material> > materials;
|
|
|
|
void _mesh_changed();
|
|
void _resolve_skeleton_path();
|
|
|
|
protected:
|
|
|
|
bool _set(const StringName& p_name, const Variant& p_value);
|
|
bool _get(const StringName& p_name,Variant &r_ret) const;
|
|
void _get_property_list( List<PropertyInfo> *p_list) const;
|
|
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
public:
|
|
|
|
void set_mesh(const Ref<Mesh>& p_mesh);
|
|
Ref<Mesh> get_mesh() const;
|
|
|
|
void set_skeleton_path(const NodePath& p_skeleton);
|
|
NodePath get_skeleton_path();
|
|
|
|
void set_surface_material(int p_surface,const Ref<Material>& p_material);
|
|
Ref<Material> get_surface_material(int p_surface) const;
|
|
|
|
Node* create_trimesh_collision_node();
|
|
void create_trimesh_collision();
|
|
|
|
Node* create_convex_collision_node();
|
|
void create_convex_collision();
|
|
|
|
virtual AABB get_aabb() const;
|
|
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
|
|
|
|
MeshInstance();
|
|
~MeshInstance();
|
|
};
|
|
|
|
#endif
|