virtualx-engine/scene/resources/multimesh.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00

116 lines
4.4 KiB
C++

/*************************************************************************/
/* multimesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/rendering_server.h"
class MultiMesh : public Resource {
GDCLASS(MultiMesh, Resource);
RES_BASE_EXTENSION("multimesh");
public:
enum TransformFormat {
TRANSFORM_2D = RS::MULTIMESH_TRANSFORM_2D,
TRANSFORM_3D = RS::MULTIMESH_TRANSFORM_3D
};
private:
Ref<Mesh> mesh;
RID multimesh;
TransformFormat transform_format;
bool use_colors;
bool use_custom_data;
int instance_count;
int visible_instance_count;
protected:
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
// Kept for compatibility from 3.x to 4.0.
void _set_transform_array(const Vector<Vector3> &p_array);
Vector<Vector3> _get_transform_array() const;
void _set_transform_2d_array(const Vector<Vector2> &p_array);
Vector<Vector2> _get_transform_2d_array() const;
void _set_color_array(const Vector<Color> &p_array);
Vector<Color> _get_color_array() const;
void _set_custom_data_array(const Vector<Color> &p_array);
Vector<Color> _get_custom_data_array() const;
#endif
void set_buffer(const Vector<float> &p_buffer);
Vector<float> get_buffer() const;
public:
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
void set_use_colors(bool p_enable);
bool is_using_colors() const;
void set_use_custom_data(bool p_enable);
bool is_using_custom_data() 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_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;
virtual AABB get_aabb() const;
virtual RID get_rid() const override;
MultiMesh();
~MultiMesh();
};
VARIANT_ENUM_CAST(MultiMesh::TransformFormat);
#endif // MULTI_MESH_H