c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
187 lines
6.3 KiB
C++
187 lines
6.3 KiB
C++
/*************************************************************************/
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/* mesh.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef MESH_H
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#define MESH_H
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#include "servers/visual_server.h"
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#include "scene/resources/material.h"
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#include "scene/resources/shape.h"
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#include "resource.h"
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#include "triangle_mesh.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Mesh : public Resource {
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OBJ_TYPE( Mesh, Resource );
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RES_BASE_EXTENSION("msh");
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public:
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enum {
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NO_INDEX_ARRAY=VisualServer::NO_INDEX_ARRAY,
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ARRAY_WEIGHTS_SIZE=VisualServer::ARRAY_WEIGHTS_SIZE
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};
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enum ArrayType {
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ARRAY_VERTEX=VisualServer::ARRAY_VERTEX,
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ARRAY_NORMAL=VisualServer::ARRAY_NORMAL,
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ARRAY_TANGENT=VisualServer::ARRAY_TANGENT,
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ARRAY_COLOR=VisualServer::ARRAY_COLOR,
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ARRAY_TEX_UV=VisualServer::ARRAY_TEX_UV,
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ARRAY_TEX_UV2=VisualServer::ARRAY_TEX_UV2,
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ARRAY_BONES=VisualServer::ARRAY_BONES,
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ARRAY_WEIGHTS=VisualServer::ARRAY_WEIGHTS,
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ARRAY_INDEX=VisualServer::ARRAY_INDEX,
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ARRAY_MAX=VisualServer::ARRAY_MAX
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};
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enum ArrayFormat {
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/* ARRAY FORMAT FLAGS */
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ARRAY_FORMAT_VERTEX=1<<ARRAY_VERTEX, // mandatory
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ARRAY_FORMAT_NORMAL=1<<ARRAY_NORMAL,
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ARRAY_FORMAT_TANGENT=1<<ARRAY_TANGENT,
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ARRAY_FORMAT_COLOR=1<<ARRAY_COLOR,
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ARRAY_FORMAT_TEX_UV=1<<ARRAY_TEX_UV,
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ARRAY_FORMAT_TEX_UV2=1<<ARRAY_TEX_UV2,
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ARRAY_FORMAT_BONES=1<<ARRAY_BONES,
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ARRAY_FORMAT_WEIGHTS=1<<ARRAY_WEIGHTS,
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ARRAY_FORMAT_INDEX=1<<ARRAY_INDEX,
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};
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enum PrimitiveType {
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PRIMITIVE_POINTS=VisualServer::PRIMITIVE_POINTS,
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PRIMITIVE_LINES=VisualServer::PRIMITIVE_LINES,
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PRIMITIVE_LINE_STRIP=VisualServer::PRIMITIVE_LINE_STRIP,
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PRIMITIVE_LINE_LOOP=VisualServer::PRIMITIVE_LINE_LOOP,
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PRIMITIVE_TRIANGLES=VisualServer::PRIMITIVE_TRIANGLES,
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PRIMITIVE_TRIANGLE_STRIP=VisualServer::PRIMITIVE_TRIANGLE_STRIP,
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PRIMITIVE_TRIANGLE_FAN=VisualServer::PRIMITIVE_TRIANGLE_FAN,
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};
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enum MorphTargetMode {
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MORPH_MODE_NORMALIZED=VS::MORPH_MODE_NORMALIZED,
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MORPH_MODE_RELATIVE=VS::MORPH_MODE_RELATIVE,
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};
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private:
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struct Surface {
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String name;
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AABB aabb;
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bool alphasort;
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Ref<Material> material;
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};
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Vector<Surface> surfaces;
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RID mesh;
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AABB aabb;
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MorphTargetMode morph_target_mode;
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Vector<StringName> morph_targets;
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AABB custom_aabb;
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mutable Ref<TriangleMesh> triangle_mesh;
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void _recompute_aabb();
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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void add_surface(PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alphasort=false);
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Array surface_get_arrays(int p_surface) const;
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virtual Array surface_get_morph_arrays(int p_surface) const;
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void add_custom_surface(const Variant& p_data); //only recognized by driver
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void add_morph_target(const StringName& p_name);
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int get_morph_target_count() const;
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StringName get_morph_target_name(int p_index) const;
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void clear_morph_targets();
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void set_morph_target_mode(MorphTargetMode p_mode);
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MorphTargetMode get_morph_target_mode() const;
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int get_surface_count() const;
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void surface_remove(int p_idx);
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void surface_set_custom_aabb(int p_surface,const AABB& p_aabb); //only recognized by driver
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int surface_get_array_len(int p_idx) const;
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int surface_get_array_index_len(int p_idx) const;
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uint32_t surface_get_format(int p_idx) const;
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PrimitiveType surface_get_primitive_type(int p_idx) const;
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bool surface_is_alpha_sorting_enabled(int p_idx) const;
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void surface_set_material(int p_idx, const Ref<Material>& p_material);
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Ref<Material> surface_get_material(int p_idx) const;
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void surface_set_name(int p_idx, const String& p_name);
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String surface_get_name(int p_idx) const;
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void add_surface_from_mesh_data(const Geometry::MeshData& p_mesh_data);
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void set_custom_aabb(const AABB& p_custom);
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AABB get_custom_aabb() const;
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AABB get_aabb() const;
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virtual RID get_rid() const;
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Ref<Shape> create_trimesh_shape() const;
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Ref<Shape> create_convex_shape() const;
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Ref<Mesh> create_outline(float p_margin) const;
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void center_geometry();
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void regen_normalmaps();
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DVector<Face3> get_faces() const;
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Ref<TriangleMesh> generate_triangle_mesh() const;
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Mesh();
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~Mesh();
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};
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VARIANT_ENUM_CAST( Mesh::ArrayType );
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VARIANT_ENUM_CAST( Mesh::PrimitiveType );
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VARIANT_ENUM_CAST( Mesh::MorphTargetMode );
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#endif
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