pandemonium_engine/modules/mesh_data_resource/mesh_data_resource.h

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#ifndef MESH_DATA_REOURCE_H
#define MESH_DATA_REOURCE_H
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/*************************************************************************/
/* mesh_data_resource.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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/containers/pool_vector.h"
#include "core/object/resource.h"
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#include "core/variant/array.h"
#include "core/variant/variant.h"
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#include "scene/resources/mesh/mesh.h"
#include "scene/resources/shapes/shape.h"
class MeshDataResource : public Resource {
GDCLASS(MeshDataResource, Resource);
RES_BASE_EXTENSION("mdres");
public:
static const String BINDING_STRING_COLLIDER_TYPE;
enum ColliderType {
COLLIDER_TYPE_NONE = 0,
COLLIDER_TYPE_TRIMESH_COLLISION_SHAPE,
COLLIDER_TYPE_SINGLE_CONVEX_COLLISION_SHAPE,
COLLIDER_TYPE_MULTIPLE_CONVEX_COLLISION_SHAPES,
COLLIDER_TYPE_APPROXIMATED_BOX,
COLLIDER_TYPE_APPROXIMATED_CAPSULE,
COLLIDER_TYPE_APPROXIMATED_CYLINDER,
COLLIDER_TYPE_APPROXIMATED_SPHERE,
};
public:
Array get_array();
void set_array(const Array &p_arrays);
Array get_array_const() const;
AABB get_aabb() const;
void set_aabb(const AABB &aabb);
void add_collision_shape(const Transform &transform, const Ref<Shape> &shape);
Ref<Shape> get_collision_shape(const int index);
Transform get_collision_shape_offset(const int index);
int get_collision_shape_count() const;
Vector<Variant> get_collision_shapes();
void set_collision_shapes(const Vector<Variant> &p_arrays);
PoolIntArray get_seams();
void set_seams(const PoolIntArray &array);
void append_arrays(const Array &p_arrays);
void recompute_aabb();
MeshDataResource();
~MeshDataResource();
protected:
struct MDRData {
Ref<Shape> shape;
Transform transform;
};
protected:
static void _bind_methods();
private:
Array _arrays;
AABB _aabb;
Vector<MDRData> _collision_shapes;
PoolIntArray _seams;
};
VARIANT_ENUM_CAST(MeshDataResource::ColliderType);
#endif