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107 lines
3.9 KiB
C++
107 lines
3.9 KiB
C++
#ifndef MESH_DATA_REOURCE_H
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#define MESH_DATA_REOURCE_H
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/*************************************************************************/
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/* mesh_data_resource.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 "core/containers/pool_vector.h"
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#include "core/object/resource.h"
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#include "core/variant/array.h"
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#include "core/variant/variant.h"
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#include "scene/resources/mesh/mesh.h"
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#include "scene/resources/shapes/shape.h"
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class MeshDataResource : public Resource {
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GDCLASS(MeshDataResource, Resource);
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RES_BASE_EXTENSION("mdres");
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public:
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static const String BINDING_STRING_COLLIDER_TYPE;
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enum ColliderType {
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COLLIDER_TYPE_NONE = 0,
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COLLIDER_TYPE_TRIMESH_COLLISION_SHAPE,
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COLLIDER_TYPE_SINGLE_CONVEX_COLLISION_SHAPE,
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COLLIDER_TYPE_MULTIPLE_CONVEX_COLLISION_SHAPES,
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COLLIDER_TYPE_APPROXIMATED_BOX,
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COLLIDER_TYPE_APPROXIMATED_CAPSULE,
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COLLIDER_TYPE_APPROXIMATED_CYLINDER,
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COLLIDER_TYPE_APPROXIMATED_SPHERE,
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};
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public:
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Array get_array();
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void set_array(const Array &p_arrays);
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Array get_array_const() const;
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AABB get_aabb() const;
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void set_aabb(const AABB &aabb);
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void add_collision_shape(const Transform &transform, const Ref<Shape> &shape);
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Ref<Shape> get_collision_shape(const int index);
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Transform get_collision_shape_offset(const int index);
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int get_collision_shape_count() const;
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Vector<Variant> get_collision_shapes();
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void set_collision_shapes(const Vector<Variant> &p_arrays);
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PoolIntArray get_seams();
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void set_seams(const PoolIntArray &array);
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void append_arrays(const Array &p_arrays);
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void recompute_aabb();
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MeshDataResource();
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~MeshDataResource();
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protected:
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struct MDRData {
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Ref<Shape> shape;
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Transform transform;
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};
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protected:
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static void _bind_methods();
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private:
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Array _arrays;
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AABB _aabb;
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Vector<MDRData> _collision_shapes;
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PoolIntArray _seams;
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};
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VARIANT_ENUM_CAST(MeshDataResource::ColliderType);
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#endif
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