mirror of
https://github.com/Relintai/mesh_data_resource.git
synced 2024-11-12 10:15:21 +01:00
81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef PROP_DATA_MESH_H
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#define PROP_DATA_MESH_H
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#if PROPS_PRESENT
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#include "../../props/props/prop_data_entry.h"
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#include "core/math/vector3.h"
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#include "scene/resources/texture.h"
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#include "../mesh_data_resource.h"
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#if TEXTURE_PACKER_PRESENT
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#include "../../texture_packer/texture_packer.h"
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#endif
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#include "../../props/props/prop_data.h"
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class PropDataMeshData : public PropDataEntry {
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GDCLASS(PropDataMeshData, PropDataEntry);
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public:
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Ref<MeshDataResource> get_mesh() const;
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void set_mesh(const Ref<MeshDataResource> mesh);
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Ref<Texture> get_texture() const;
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void set_texture(const Ref<Texture> texture);
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bool get_snap_to_mesh();
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void set_snap_to_mesh(bool value);
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Vector3 get_snap_axis();
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void set_snap_axis(Vector3 value);
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#if TEXTURE_PACKER_PRESENT
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void _add_textures_into(Ref<TexturePacker> texture_packer);
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#endif
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bool _processor_handles(Node *node);
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void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
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Node *_processor_get_node_for(const Transform &transform);
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PropDataMeshData();
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~PropDataMeshData();
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protected:
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static void _bind_methods();
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private:
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Ref<MeshDataResource> _mesh;
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Ref<Texture> _texture;
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};
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#endif
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#endif
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