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https://github.com/Relintai/pandemonium_engine.git
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57 lines
2.7 KiB
C++
57 lines
2.7 KiB
C++
#ifndef GLTF_MESH_H
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#define GLTF_MESH_H
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/*************************************************************************/
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/* gltf_mesh.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/resource.h"
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#include "scene/resources/mesh.h"
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class GLTFMesh : public Resource {
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GDCLASS(GLTFMesh, Resource);
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private:
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Ref<ArrayMesh> mesh;
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Vector<float> blend_weights;
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Array instance_materials;
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protected:
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static void _bind_methods();
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public:
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Ref<ArrayMesh> get_mesh();
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void set_mesh(Ref<ArrayMesh> p_mesh);
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Vector<float> get_blend_weights();
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void set_blend_weights(Vector<float> p_blend_weights);
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Array get_instance_materials();
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void set_instance_materials(Array p_instance_materials);
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};
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#endif // GLTF_MESH_H
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