b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
96 lines
4.2 KiB
C++
96 lines
4.2 KiB
C++
/*************************************************************************/
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/* scene_importer_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 EDITOR_SCENE_IMPORTER_MESH_H
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#define EDITOR_SCENE_IMPORTER_MESH_H
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#include "core/io/resource.h"
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#include "scene/resources/mesh.h"
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// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
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// so the data is not registered (hence, quality loss), importing happens faster and
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// its easier to modify before saving
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class EditorSceneImporterMesh : public Resource {
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GDCLASS(EditorSceneImporterMesh, Resource)
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struct Surface {
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Mesh::PrimitiveType primitive;
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Array arrays;
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struct BlendShape {
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Array arrays;
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};
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Vector<BlendShape> blend_shape_data;
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struct LOD {
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Vector<int> indices;
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float distance;
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};
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Vector<LOD> lods;
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Ref<Material> material;
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String name;
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};
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Vector<Surface> surfaces;
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Vector<String> blend_shapes;
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Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
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Ref<ArrayMesh> mesh;
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protected:
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void _set_data(const Dictionary &p_data);
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Dictionary _get_data() const;
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static void _bind_methods();
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public:
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void add_blend_shape(const String &p_name);
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int get_blend_shape_count() const;
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String get_blend_shape_name(int p_blend_shape) const;
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void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String());
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int get_surface_count() const;
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void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
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Mesh::BlendShapeMode get_blend_shape_mode() const;
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Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
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String get_surface_name(int p_surface) const;
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Array get_surface_arrays(int p_surface) const;
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Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
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int get_surface_lod_count(int p_surface) const;
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Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
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float get_surface_lod_size(int p_surface, int p_lod) const;
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Ref<Material> get_surface_material(int p_surface) const;
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void generate_lods();
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bool has_mesh() const;
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Ref<ArrayMesh> get_mesh();
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void clear();
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};
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#endif // EDITOR_SCENE_IMPORTER_MESH_H
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