mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
synced 2024-11-17 22:17:19 +01:00
97 lines
2.9 KiB
C++
97 lines
2.9 KiB
C++
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/* importer_mesh.h */
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#ifndef IMPORTER_MESH_H
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#define IMPORTER_MESH_H
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#include "core/object/resource.h"
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#include "core/containers/local_vector.h"
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#include "scene/resources/mesh/mesh.h"
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#include <cstdint>
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// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
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// so the data is not registered (hence, quality loss), importing happens faster and
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// its easier to modify before saving
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class ImporterMesh : public Resource {
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GDCLASS(ImporterMesh, Resource)
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struct Surface {
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Mesh::PrimitiveType primitive;
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Array arrays;
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struct BlendShape {
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Array arrays;
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};
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Vector<BlendShape> blend_shape_data;
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struct LOD {
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Vector<int> indices;
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float distance = 0.0f;
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};
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Vector<LOD> lods;
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Ref<Material> material;
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String name;
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uint32_t flags = 0;
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struct LODComparator {
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_FORCE_INLINE_ bool operator()(const LOD &l, const LOD &r) const {
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return l.distance < r.distance;
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}
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};
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void split_normals(const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
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static void _split_normals(Array &r_arrays, const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
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};
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Vector<Surface> surfaces;
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Vector<String> blend_shapes;
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Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
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Ref<ArrayMesh> mesh;
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Ref<ImporterMesh> shadow_mesh;
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Size2i lightmap_size_hint;
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protected:
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void _set_data(const Dictionary &p_data);
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Dictionary _get_data() const;
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static void _bind_methods();
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public:
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void add_blend_shape(const String &p_name);
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int get_blend_shape_count() const;
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String get_blend_shape_name(int p_blend_shape) const;
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void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String(), const uint32_t p_flags = 0);
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int get_surface_count() const;
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void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
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Mesh::BlendShapeMode get_blend_shape_mode() const;
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Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
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String get_surface_name(int p_surface) const;
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void set_surface_name(int p_surface, const String &p_name);
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Array get_surface_arrays(int p_surface) const;
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Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
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int get_surface_lod_count(int p_surface) const;
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Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
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float get_surface_lod_size(int p_surface, int p_lod) const;
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Ref<Material> get_surface_material(int p_surface) const;
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uint32_t get_surface_format(int p_surface) const;
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void set_surface_material(int p_surface, const Ref<Material> &p_material);
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Vector<Face3> get_faces() const;
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bool has_mesh() const;
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Ref<ArrayMesh> get_mesh(const Ref<ArrayMesh> &p_base = Ref<ArrayMesh>());
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void clear();
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};
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#endif // IMPORTER_MESH_H
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