godot/scene/resources/mesh.h
2016-01-01 11:50:53 -02:00

187 lines
6.3 KiB
C++

/*************************************************************************/
/* mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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_H
#define MESH_H
#include "servers/visual_server.h"
#include "scene/resources/material.h"
#include "scene/resources/shape.h"
#include "resource.h"
#include "triangle_mesh.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Mesh : public Resource {
OBJ_TYPE( Mesh, Resource );
RES_BASE_EXTENSION("msh");
public:
enum {
NO_INDEX_ARRAY=VisualServer::NO_INDEX_ARRAY,
ARRAY_WEIGHTS_SIZE=VisualServer::ARRAY_WEIGHTS_SIZE
};
enum ArrayType {
ARRAY_VERTEX=VisualServer::ARRAY_VERTEX,
ARRAY_NORMAL=VisualServer::ARRAY_NORMAL,
ARRAY_TANGENT=VisualServer::ARRAY_TANGENT,
ARRAY_COLOR=VisualServer::ARRAY_COLOR,
ARRAY_TEX_UV=VisualServer::ARRAY_TEX_UV,
ARRAY_TEX_UV2=VisualServer::ARRAY_TEX_UV2,
ARRAY_BONES=VisualServer::ARRAY_BONES,
ARRAY_WEIGHTS=VisualServer::ARRAY_WEIGHTS,
ARRAY_INDEX=VisualServer::ARRAY_INDEX,
ARRAY_MAX=VisualServer::ARRAY_MAX
};
enum ArrayFormat {
/* ARRAY FORMAT FLAGS */
ARRAY_FORMAT_VERTEX=1<<ARRAY_VERTEX, // mandatory
ARRAY_FORMAT_NORMAL=1<<ARRAY_NORMAL,
ARRAY_FORMAT_TANGENT=1<<ARRAY_TANGENT,
ARRAY_FORMAT_COLOR=1<<ARRAY_COLOR,
ARRAY_FORMAT_TEX_UV=1<<ARRAY_TEX_UV,
ARRAY_FORMAT_TEX_UV2=1<<ARRAY_TEX_UV2,
ARRAY_FORMAT_BONES=1<<ARRAY_BONES,
ARRAY_FORMAT_WEIGHTS=1<<ARRAY_WEIGHTS,
ARRAY_FORMAT_INDEX=1<<ARRAY_INDEX,
};
enum PrimitiveType {
PRIMITIVE_POINTS=VisualServer::PRIMITIVE_POINTS,
PRIMITIVE_LINES=VisualServer::PRIMITIVE_LINES,
PRIMITIVE_LINE_STRIP=VisualServer::PRIMITIVE_LINE_STRIP,
PRIMITIVE_LINE_LOOP=VisualServer::PRIMITIVE_LINE_LOOP,
PRIMITIVE_TRIANGLES=VisualServer::PRIMITIVE_TRIANGLES,
PRIMITIVE_TRIANGLE_STRIP=VisualServer::PRIMITIVE_TRIANGLE_STRIP,
PRIMITIVE_TRIANGLE_FAN=VisualServer::PRIMITIVE_TRIANGLE_FAN,
};
enum MorphTargetMode {
MORPH_MODE_NORMALIZED=VS::MORPH_MODE_NORMALIZED,
MORPH_MODE_RELATIVE=VS::MORPH_MODE_RELATIVE,
};
private:
struct Surface {
String name;
AABB aabb;
bool alphasort;
Ref<Material> material;
};
Vector<Surface> surfaces;
RID mesh;
AABB aabb;
MorphTargetMode morph_target_mode;
Vector<StringName> morph_targets;
AABB custom_aabb;
mutable Ref<TriangleMesh> triangle_mesh;
void _recompute_aabb();
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;
static void _bind_methods();
public:
void add_surface(PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alphasort=false);
Array surface_get_arrays(int p_surface) const;
virtual Array surface_get_morph_arrays(int p_surface) const;
void add_custom_surface(const Variant& p_data); //only recognized by driver
void add_morph_target(const StringName& p_name);
int get_morph_target_count() const;
StringName get_morph_target_name(int p_index) const;
void clear_morph_targets();
void set_morph_target_mode(MorphTargetMode p_mode);
MorphTargetMode get_morph_target_mode() const;
int get_surface_count() const;
void surface_remove(int p_idx);
void surface_set_custom_aabb(int p_surface,const AABB& p_aabb); //only recognized by driver
int surface_get_array_len(int p_idx) const;
int surface_get_array_index_len(int p_idx) const;
uint32_t surface_get_format(int p_idx) const;
PrimitiveType surface_get_primitive_type(int p_idx) const;
bool surface_is_alpha_sorting_enabled(int p_idx) const;
void surface_set_material(int p_idx, const Ref<Material>& p_material);
Ref<Material> surface_get_material(int p_idx) const;
void surface_set_name(int p_idx, const String& p_name);
String surface_get_name(int p_idx) const;
void add_surface_from_mesh_data(const Geometry::MeshData& p_mesh_data);
void set_custom_aabb(const AABB& p_custom);
AABB get_custom_aabb() const;
AABB get_aabb() const;
virtual RID get_rid() const;
Ref<Shape> create_trimesh_shape() const;
Ref<Shape> create_convex_shape() const;
Ref<Mesh> create_outline(float p_margin) const;
void center_geometry();
void regen_normalmaps();
DVector<Face3> get_faces() const;
Ref<TriangleMesh> generate_triangle_mesh() const;
Mesh();
~Mesh();
};
VARIANT_ENUM_CAST( Mesh::ArrayType );
VARIANT_ENUM_CAST( Mesh::PrimitiveType );
VARIANT_ENUM_CAST( Mesh::MorphTargetMode );
#endif