#ifndef PROP_MESH_DATA_INSTANCE_H #define PROP_MESH_DATA_INSTANCE_H /*************************************************************************/ /* mesh_data_instance.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 "scene/resources/texture.h" #include "scene/3d/visual_instance.h" #include "core/math/vector3.h" #include "../mesh_data_resource.h" class PropInstance; class MeshDataInstance : public GeometryInstance { GDCLASS(MeshDataInstance, GeometryInstance); public: bool get_snap_to_mesh() const; void set_snap_to_mesh(const bool value); Vector3 get_snap_axis() const; void set_snap_axis(const Vector3 &value); Ref get_mesh_data(); void set_mesh_data(const Ref &mesh); Ref get_texture(); void set_texture(const Ref &texture); Ref get_material(); void set_material(const Ref &mat); AABB get_aabb() const; PoolVector get_faces(uint32_t p_usage_flags) const; void refresh(); void setup_material_texture(); void free_meshes(); MeshDataInstance(); ~MeshDataInstance(); protected: void _notification(int p_what); static void _bind_methods(); private: bool _dirty; bool _snap_to_mesh; Vector3 _snap_axis; Ref _mesh; Ref _texture; Ref _material; RID _mesh_rid; }; #endif