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746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
104 lines
4.2 KiB
C++
104 lines
4.2 KiB
C++
/*************************************************************************/
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/* mesh_library.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 MESH_LIBRARY_H
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#define MESH_LIBRARY_H
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#include "core/io/resource.h"
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#include "core/templates/rb_map.h"
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#include "mesh.h"
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#include "scene/3d/navigation_region_3d.h"
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#include "shape_3d.h"
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class MeshLibrary : public Resource {
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GDCLASS(MeshLibrary, Resource);
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RES_BASE_EXTENSION("meshlib");
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public:
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struct ShapeData {
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Ref<Shape3D> shape;
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Transform3D local_transform;
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};
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struct Item {
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String name;
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Ref<Mesh> mesh;
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Vector<ShapeData> shapes;
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Ref<Texture2D> preview;
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Transform3D navmesh_transform;
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Transform3D mesh_transform;
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Ref<NavigationMesh> navmesh;
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};
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RBMap<int, Item> item_map;
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void _set_item_shapes(int p_item, const Array &p_shapes);
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Array _get_item_shapes(int p_item) const;
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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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virtual void reset_state() override;
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static void _bind_methods();
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public:
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void create_item(int p_item);
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void set_item_name(int p_item, const String &p_name);
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void set_item_mesh(int p_item, const Ref<Mesh> &p_mesh);
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void set_item_mesh_transform(int p_item, const Transform3D &p_transform);
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void set_item_navmesh(int p_item, const Ref<NavigationMesh> &p_navmesh);
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void set_item_navmesh_transform(int p_item, const Transform3D &p_transform);
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void set_item_shapes(int p_item, const Vector<ShapeData> &p_shapes);
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void set_item_preview(int p_item, const Ref<Texture2D> &p_preview);
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String get_item_name(int p_item) const;
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Ref<Mesh> get_item_mesh(int p_item) const;
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Transform3D get_item_mesh_transform(int p_item) const;
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Ref<NavigationMesh> get_item_navmesh(int p_item) const;
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Transform3D get_item_navmesh_transform(int p_item) const;
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Vector<ShapeData> get_item_shapes(int p_item) const;
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Ref<Texture2D> get_item_preview(int p_item) const;
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void remove_item(int p_item);
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bool has_item(int p_item) const;
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void clear();
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int find_item_by_name(const String &p_name) const;
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Vector<int> get_item_list() const;
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int get_last_unused_item_id() const;
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MeshLibrary();
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~MeshLibrary();
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};
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#endif // MESH_LIBRARY_H
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