#ifndef MESH_DATA_TOOL_H #define MESH_DATA_TOOL_H /*************************************************************************/ /* mesh_data_tool.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 "scene/resources/mesh/mesh.h" class MeshDataTool : public Reference { GDCLASS(MeshDataTool, Reference); int format; struct Vertex { Vector3 vertex; Color color; Vector3 normal; // normal, binormal, tangent Plane tangent; Vector2 uv; Vector2 uv2; Vector bones; Vector weights; Vector edges; Vector faces; Variant meta; }; Vector vertices; struct Edge { int vertex[2]; Vector faces; Variant meta; }; Vector edges; struct Face { int v[3]; int edges[3]; Variant meta; }; Vector faces; Ref material; protected: static void _bind_methods(); public: void clear(); Error create_from_surface(const Ref &p_mesh, int p_surface); Error commit_to_surface(const Ref &p_mesh); int get_format() const; int get_vertex_count() const; int get_edge_count() const; int get_face_count() const; Vector3 get_vertex(int p_idx) const; void set_vertex(int p_idx, const Vector3 &p_vertex); Vector3 get_vertex_normal(int p_idx) const; void set_vertex_normal(int p_idx, const Vector3 &p_normal); Plane get_vertex_tangent(int p_idx) const; void set_vertex_tangent(int p_idx, const Plane &p_tangent); Vector2 get_vertex_uv(int p_idx) const; void set_vertex_uv(int p_idx, const Vector2 &p_uv); Vector2 get_vertex_uv2(int p_idx) const; void set_vertex_uv2(int p_idx, const Vector2 &p_uv2); Color get_vertex_color(int p_idx) const; void set_vertex_color(int p_idx, const Color &p_color); Vector get_vertex_bones(int p_idx) const; void set_vertex_bones(int p_idx, const Vector &p_bones); Vector get_vertex_weights(int p_idx) const; void set_vertex_weights(int p_idx, const Vector &p_weights); Variant get_vertex_meta(int p_idx) const; void set_vertex_meta(int p_idx, const Variant &p_meta); Vector get_vertex_edges(int p_idx) const; Vector get_vertex_faces(int p_idx) const; int get_edge_vertex(int p_edge, int p_vertex) const; Vector get_edge_faces(int p_edge) const; Variant get_edge_meta(int p_idx) const; void set_edge_meta(int p_idx, const Variant &p_meta); int get_face_vertex(int p_face, int p_vertex) const; int get_face_edge(int p_face, int p_vertex) const; Variant get_face_meta(int p_face) const; void set_face_meta(int p_face, const Variant &p_meta); Vector3 get_face_normal(int p_face) const; Ref get_material() const; void set_material(const Ref &p_material); MeshDataTool(); }; #endif // MESH_DATA_TOOL_H