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- /**************************************************************************/
- /* mesh_library.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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. */
- /**************************************************************************/
- #ifndef MESH_LIBRARY_H
- #define MESH_LIBRARY_H
- #include "core/io/resource.h"
- #include "core/templates/rb_map.h"
- #include "scene/resources/mesh.h"
- #include "scene/resources/navigation_mesh.h"
- #include "servers/rendering_server.h"
- #include "shape_3d.h"
- class MeshLibrary : public Resource {
- GDCLASS(MeshLibrary, Resource);
- RES_BASE_EXTENSION("meshlib");
- public:
- struct ShapeData {
- Ref<Shape3D> shape;
- Transform3D local_transform;
- };
- struct Item {
- String name;
- Ref<Mesh> mesh;
- Transform3D mesh_transform;
- RS::ShadowCastingSetting mesh_cast_shadow = RS::ShadowCastingSetting::SHADOW_CASTING_SETTING_ON;
- Vector<ShapeData> shapes;
- Ref<Texture2D> preview;
- Ref<NavigationMesh> navigation_mesh;
- Transform3D navigation_mesh_transform;
- uint32_t navigation_layers = 1;
- };
- RBMap<int, Item> item_map;
- void _set_item_shapes(int p_item, const Array &p_shapes);
- Array _get_item_shapes(int p_item) const;
- protected:
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- virtual void reset_state() override;
- static void _bind_methods();
- public:
- void create_item(int p_item);
- void set_item_name(int p_item, const String &p_name);
- void set_item_mesh(int p_item, const Ref<Mesh> &p_mesh);
- void set_item_mesh_transform(int p_item, const Transform3D &p_transform);
- void set_item_mesh_cast_shadow(int p_item, RS::ShadowCastingSetting p_shadow_casting_setting);
- void set_item_navigation_mesh(int p_item, const Ref<NavigationMesh> &p_navigation_mesh);
- void set_item_navigation_mesh_transform(int p_item, const Transform3D &p_transform);
- void set_item_navigation_layers(int p_item, uint32_t p_navigation_layers);
- void set_item_shapes(int p_item, const Vector<ShapeData> &p_shapes);
- void set_item_preview(int p_item, const Ref<Texture2D> &p_preview);
- String get_item_name(int p_item) const;
- Ref<Mesh> get_item_mesh(int p_item) const;
- Transform3D get_item_mesh_transform(int p_item) const;
- RS::ShadowCastingSetting get_item_mesh_cast_shadow(int p_item) const;
- Ref<NavigationMesh> get_item_navigation_mesh(int p_item) const;
- Transform3D get_item_navigation_mesh_transform(int p_item) const;
- uint32_t get_item_navigation_layers(int p_item) const;
- Vector<ShapeData> get_item_shapes(int p_item) const;
- Ref<Texture2D> get_item_preview(int p_item) const;
- void remove_item(int p_item);
- bool has_item(int p_item) const;
- void clear();
- int find_item_by_name(const String &p_name) const;
- Vector<int> get_item_list() const;
- int get_last_unused_item_id() const;
- MeshLibrary();
- ~MeshLibrary();
- };
- #endif // MESH_LIBRARY_H
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