/**************************************************************************/ /* multimesh.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 MULTIMESH_H #define MULTIMESH_H #include "scene/resources/mesh.h" #include "servers/rendering_server.h" class MultiMesh : public Resource { GDCLASS(MultiMesh, Resource); RES_BASE_EXTENSION("multimesh"); public: enum TransformFormat { TRANSFORM_2D = RS::MULTIMESH_TRANSFORM_2D, TRANSFORM_3D = RS::MULTIMESH_TRANSFORM_3D }; enum PhysicsInterpolationQuality { INTERP_QUALITY_FAST, INTERP_QUALITY_HIGH, }; private: Ref mesh; RID multimesh; TransformFormat transform_format = TRANSFORM_2D; AABB custom_aabb; bool use_colors = false; bool use_custom_data = false; int instance_count = 0; int visible_instance_count = -1; PhysicsInterpolationQuality _physics_interpolation_quality = INTERP_QUALITY_FAST; protected: static void _bind_methods(); #ifndef DISABLE_DEPRECATED // Kept for compatibility from 3.x to 4.0. void _set_transform_array(const Vector &p_array); Vector _get_transform_array() const; void _set_transform_2d_array(const Vector &p_array); Vector _get_transform_2d_array() const; void _set_color_array(const Vector &p_array); Vector _get_color_array() const; void _set_custom_data_array(const Vector &p_array); Vector _get_custom_data_array() const; #endif void set_buffer(const Vector &p_buffer); Vector get_buffer() const; void set_buffer_interpolated(const Vector &p_buffer_curr, const Vector &p_buffer_prev); public: void set_mesh(const Ref &p_mesh); Ref get_mesh() const; void set_use_colors(bool p_enable); bool is_using_colors() const; void set_use_custom_data(bool p_enable); bool is_using_custom_data() const; void set_transform_format(TransformFormat p_transform_format); TransformFormat get_transform_format() const; void set_instance_count(int p_count); int get_instance_count() const; void set_visible_instance_count(int p_count); int get_visible_instance_count() const; void set_physics_interpolation_quality(PhysicsInterpolationQuality p_quality); PhysicsInterpolationQuality get_physics_interpolation_quality() const { return _physics_interpolation_quality; } void set_instance_transform(int p_instance, const Transform3D &p_transform); void set_instance_transform_2d(int p_instance, const Transform2D &p_transform); Transform3D get_instance_transform(int p_instance) const; Transform2D get_instance_transform_2d(int p_instance) const; void set_instance_color(int p_instance, const Color &p_color); Color get_instance_color(int p_instance) const; void set_instance_custom_data(int p_instance, const Color &p_custom_data); Color get_instance_custom_data(int p_instance) const; void reset_instance_physics_interpolation(int p_instance); void set_physics_interpolated(bool p_interpolated); void set_custom_aabb(const AABB &p_custom); AABB get_custom_aabb() const; virtual AABB get_aabb() const; virtual RID get_rid() const override; MultiMesh(); ~MultiMesh(); }; VARIANT_ENUM_CAST(MultiMesh::TransformFormat); VARIANT_ENUM_CAST(MultiMesh::PhysicsInterpolationQuality); #endif // MULTIMESH_H