pandemonium_engine/editor_modules/gltf/gltf_mesh.h

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#ifndef GLTF_MESH_H
#define GLTF_MESH_H
/*************************************************************************/
/* gltf_mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "core/object/resource.h"
#include "scene/resources/mesh.h"
class GLTFMesh : public Resource {
GDCLASS(GLTFMesh, Resource);
private:
Ref<ArrayMesh> mesh;
Vector<float> blend_weights;
Array instance_materials;
protected:
static void _bind_methods();
public:
Ref<ArrayMesh> get_mesh();
void set_mesh(Ref<ArrayMesh> p_mesh);
Vector<float> get_blend_weights();
void set_blend_weights(Vector<float> p_blend_weights);
Array get_instance_materials();
void set_instance_materials(Array p_instance_materials);
};
#endif // GLTF_MESH_H