mirror of
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90 lines
3.4 KiB
C++
90 lines
3.4 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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/* mesh_data_instance.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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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 "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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