pandemonium_engine/modules/mesh_data_resource/nodes/mesh_data_instance.h

90 lines
3.4 KiB
C++

#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<MeshDataResource> get_mesh_data();
void set_mesh_data(const Ref<MeshDataResource> &mesh);
Ref<Texture> get_texture();
void set_texture(const Ref<Texture> &texture);
Ref<Material> get_material();
void set_material(const Ref<Material> &mat);
AABB get_aabb() const;
PoolVector<Face3> 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<MeshDataResource> _mesh;
Ref<Texture> _texture;
Ref<Material> _material;
RID _mesh_rid;
};
#endif