#ifndef MESH_DATA_REOURCE_H #define MESH_DATA_REOURCE_H /*************************************************************************/ /* 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" #include "core/variant/array.h" #include "core/variant/variant.h" #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); Ref get_collision_shape(const int index); Transform get_collision_shape_offset(const int index); int get_collision_shape_count() const; Vector get_collision_shapes(); void set_collision_shapes(const Vector &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; Transform transform; }; protected: static void _bind_methods(); private: Array _arrays; AABB _aabb; Vector _collision_shapes; PoolIntArray _seams; }; VARIANT_ENUM_CAST(MeshDataResource::ColliderType); #endif