pandemonium_engine/scene/resources/mesh/mesh_data_tool.h

137 lines
4.8 KiB
C++

#ifndef MESH_DATA_TOOL_H
#define MESH_DATA_TOOL_H
/*************************************************************************/
/* mesh_data_tool.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/mesh/mesh.h"
class MeshDataTool : public Reference {
GDCLASS(MeshDataTool, Reference);
int format;
struct Vertex {
Vector3 vertex;
Color color;
Vector3 normal; // normal, binormal, tangent
Plane tangent;
Vector2 uv;
Vector2 uv2;
Vector<int> bones;
Vector<float> weights;
Vector<int> edges;
Vector<int> faces;
Variant meta;
};
Vector<Vertex> vertices;
struct Edge {
int vertex[2];
Vector<int> faces;
Variant meta;
};
Vector<Edge> edges;
struct Face {
int v[3];
int edges[3];
Variant meta;
};
Vector<Face> faces;
Ref<Material> material;
protected:
static void _bind_methods();
public:
void clear();
Error create_from_surface(const Ref<ArrayMesh> &p_mesh, int p_surface);
Error commit_to_surface(const Ref<ArrayMesh> &p_mesh);
int get_format() const;
int get_vertex_count() const;
int get_edge_count() const;
int get_face_count() const;
Vector3 get_vertex(int p_idx) const;
void set_vertex(int p_idx, const Vector3 &p_vertex);
Vector3 get_vertex_normal(int p_idx) const;
void set_vertex_normal(int p_idx, const Vector3 &p_normal);
Plane get_vertex_tangent(int p_idx) const;
void set_vertex_tangent(int p_idx, const Plane &p_tangent);
Vector2 get_vertex_uv(int p_idx) const;
void set_vertex_uv(int p_idx, const Vector2 &p_uv);
Vector2 get_vertex_uv2(int p_idx) const;
void set_vertex_uv2(int p_idx, const Vector2 &p_uv2);
Color get_vertex_color(int p_idx) const;
void set_vertex_color(int p_idx, const Color &p_color);
Vector<int> get_vertex_bones(int p_idx) const;
void set_vertex_bones(int p_idx, const Vector<int> &p_bones);
Vector<float> get_vertex_weights(int p_idx) const;
void set_vertex_weights(int p_idx, const Vector<float> &p_weights);
Variant get_vertex_meta(int p_idx) const;
void set_vertex_meta(int p_idx, const Variant &p_meta);
Vector<int> get_vertex_edges(int p_idx) const;
Vector<int> get_vertex_faces(int p_idx) const;
int get_edge_vertex(int p_edge, int p_vertex) const;
Vector<int> get_edge_faces(int p_edge) const;
Variant get_edge_meta(int p_idx) const;
void set_edge_meta(int p_idx, const Variant &p_meta);
int get_face_vertex(int p_face, int p_vertex) const;
int get_face_edge(int p_face, int p_vertex) const;
Variant get_face_meta(int p_face) const;
void set_face_meta(int p_face, const Variant &p_meta);
Vector3 get_face_normal(int p_face) const;
Ref<Material> get_material() const;
void set_material(const Ref<Material> &p_material);
MeshDataTool();
};
#endif // MESH_DATA_TOOL_H