godot/scene/resources/mesh_library.h

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/*************************************************************************/
/* mesh_library.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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_LIBRARY_H
#define MESH_LIBRARY_H
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#include "core/io/resource.h"
#include "core/templates/rb_map.h"
#include "scene/3d/navigation_region_3d.h"
#include "scene/resources/mesh.h"
#include "shape_3d.h"
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class MeshLibrary : public Resource {
GDCLASS(MeshLibrary, Resource);
RES_BASE_EXTENSION("meshlib");
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public:
struct ShapeData {
Ref<Shape3D> shape;
Transform3D local_transform;
};
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struct Item {
String name;
Ref<Mesh> mesh;
Transform3D mesh_transform;
Vector<ShapeData> shapes;
Ref<Texture2D> preview;
Ref<NavigationMesh> navigation_mesh;
Transform3D navigation_mesh_transform;
uint32_t navigation_layers = 1;
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};
RBMap<int, Item> item_map;
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void _set_item_shapes(int p_item, const Array &p_shapes);
Array _get_item_shapes(int p_item) const;
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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;
virtual void reset_state() override;
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static void _bind_methods();
public:
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void create_item(int p_item);
void set_item_name(int p_item, const String &p_name);
void set_item_mesh(int p_item, const Ref<Mesh> &p_mesh);
void set_item_mesh_transform(int p_item, const Transform3D &p_transform);
void set_item_navigation_mesh(int p_item, const Ref<NavigationMesh> &p_navigation_mesh);
void set_item_navigation_mesh_transform(int p_item, const Transform3D &p_transform);
void set_item_navigation_layers(int p_item, uint32_t p_navigation_layers);
void set_item_shapes(int p_item, const Vector<ShapeData> &p_shapes);
void set_item_preview(int p_item, const Ref<Texture2D> &p_preview);
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String get_item_name(int p_item) const;
Ref<Mesh> get_item_mesh(int p_item) const;
Transform3D get_item_mesh_transform(int p_item) const;
Ref<NavigationMesh> get_item_navigation_mesh(int p_item) const;
Transform3D get_item_navigation_mesh_transform(int p_item) const;
uint32_t get_item_navigation_layers(int p_item) const;
Vector<ShapeData> get_item_shapes(int p_item) const;
Ref<Texture2D> get_item_preview(int p_item) const;
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void remove_item(int p_item);
bool has_item(int p_item) const;
void clear();
int find_item_by_name(const String &p_name) const;
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Vector<int> get_item_list() const;
int get_last_unused_item_id() const;
MeshLibrary();
~MeshLibrary();
};
#endif // MESH_LIBRARY_H