pandemonium_engine/modules/mesh_data_resource/mesh_data_resource.h

77 lines
1.7 KiB
C++

#ifndef MESH_DATA_REOURCE_H
#define MESH_DATA_REOURCE_H
#include "core/variant/array.h"
#include "core/containers/pool_vector.h"
#include "core/object/resource.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> &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