immediate_geometry.h 3.3 KB

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  1. /**************************************************************************/
  2. /* immediate_geometry.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef IMMEDIATE_GEOMETRY_H
  31. #define IMMEDIATE_GEOMETRY_H
  32. #include "scene/3d/visual_instance.h"
  33. #include "scene/resources/mesh.h"
  34. class ImmediateGeometry : public GeometryInstance {
  35. GDCLASS(ImmediateGeometry, GeometryInstance);
  36. RID im;
  37. //a list of textures drawn need to be kept, to avoid references
  38. // in VisualServer from becoming invalid if the texture is no longer used
  39. List<Ref<Texture>> cached_textures;
  40. bool empty;
  41. AABB aabb;
  42. protected:
  43. static void _bind_methods();
  44. public:
  45. void begin(Mesh::PrimitiveType p_primitive, const Ref<Texture> &p_texture = Ref<Texture>());
  46. void set_normal(const Vector3 &p_normal);
  47. void set_tangent(const Plane &p_tangent);
  48. void set_color(const Color &p_color);
  49. void set_uv(const Vector2 &p_uv);
  50. void set_uv2(const Vector2 &p_uv2);
  51. void add_vertex(const Vector3 &p_vertex);
  52. void end();
  53. void clear();
  54. void add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv = true);
  55. virtual AABB get_aabb() const;
  56. virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
  57. ImmediateGeometry();
  58. ~ImmediateGeometry();
  59. };
  60. #endif // IMMEDIATE_GEOMETRY_H