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80 lines
2.2 KiB
C++
80 lines
2.2 KiB
C++
#ifndef PROP_MESH_DATA_INSTANCE_H
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#define PROP_MESH_DATA_INSTANCE_H
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/*
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Copyright (c) 2020-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "scene/resources/texture.h"
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#include "scene/3d/visual_instance.h"
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#include "core/math/vector3.h"
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#include "../mesh_data_resource.h"
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class PropInstance;
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class MeshDataInstance : public GeometryInstance {
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GDCLASS(MeshDataInstance, GeometryInstance);
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public:
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bool get_snap_to_mesh() const;
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void set_snap_to_mesh(const bool value);
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Vector3 get_snap_axis() const;
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void set_snap_axis(const Vector3 &value);
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Ref<MeshDataResource> get_mesh_data();
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void set_mesh_data(const Ref<MeshDataResource> &mesh);
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Ref<Texture> get_texture();
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void set_texture(const Ref<Texture> &texture);
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Ref<Material> get_material();
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void set_material(const Ref<Material> &mat);
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AABB get_aabb() const;
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PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void refresh();
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void setup_material_texture();
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void free_meshes();
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MeshDataInstance();
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~MeshDataInstance();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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private:
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bool _dirty;
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Ref<MeshDataResource> _mesh;
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Ref<Texture> _texture;
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Ref<Material> _material;
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RID _mesh_rid;
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};
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#endif
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