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e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
100 lines
3.8 KiB
C++
100 lines
3.8 KiB
C++
/*************************************************************************/
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/* multimesh.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 MULTIMESH_H
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#define MULTIMESH_H
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#include "scene/resources/mesh.h"
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#include "servers/visual_server.h"
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class MultiMesh : public Resource {
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GDCLASS(MultiMesh, Resource);
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RES_BASE_EXTENSION("multimesh");
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public:
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enum TransformFormat {
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TRANSFORM_2D = VS::MULTIMESH_TRANSFORM_2D,
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TRANSFORM_3D = VS::MULTIMESH_TRANSFORM_3D
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};
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enum ColorFormat {
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COLOR_NONE = VS::MULTIMESH_COLOR_NONE,
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COLOR_8BIT = VS::MULTIMESH_COLOR_8BIT,
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COLOR_FLOAT = VS::MULTIMESH_COLOR_FLOAT,
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};
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private:
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Ref<Mesh> mesh;
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RID multimesh;
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TransformFormat transform_format;
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ColorFormat color_format;
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protected:
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static void _bind_methods();
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void _set_transform_array(const PoolVector<Vector3> &p_array);
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PoolVector<Vector3> _get_transform_array() const;
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void _set_color_array(const PoolVector<Color> &p_array);
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PoolVector<Color> _get_color_array() const;
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public:
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void set_mesh(const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_mesh() const;
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void set_color_format(ColorFormat p_color_format);
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ColorFormat get_color_format() const;
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void set_transform_format(TransformFormat p_transform_format);
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TransformFormat get_transform_format() const;
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void set_instance_count(int p_count);
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int get_instance_count() const;
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void set_instance_transform(int p_instance, const Transform &p_transform);
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Transform get_instance_transform(int p_instance) const;
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void set_instance_color(int p_instance, const Color &p_color);
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Color get_instance_color(int p_instance) const;
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virtual AABB get_aabb() const;
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virtual RID get_rid() const;
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MultiMesh();
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~MultiMesh();
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};
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VARIANT_ENUM_CAST(MultiMesh::TransformFormat);
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VARIANT_ENUM_CAST(MultiMesh::ColorFormat);
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#endif // MULTI_MESH_H
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