d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
90 lines
3.5 KiB
C++
90 lines
3.5 KiB
C++
/*************************************************************************/
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/* mesh_library.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 GRID_THEME_H
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#define GRID_THEME_H
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#include "resource.h"
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#include "mesh.h"
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#include "shape.h"
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#include "map.h"
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#include "scene/3d/navigation_mesh.h"
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class MeshLibrary : public Resource {
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OBJ_TYPE(MeshLibrary,Resource);
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RES_BASE_EXTENSION("gt");
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struct Item {
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String name;
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Ref<Mesh> mesh;
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Ref<Shape> shape;
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Ref<Texture> preview;
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Ref<NavigationMesh> navmesh;
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};
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Map<int,Item> item_map;
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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 create_item(int p_item);
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void set_item_name(int p_item,const String& p_name);
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void set_item_mesh(int p_item,const Ref<Mesh>& p_mesh);
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void set_item_navmesh(int p_item, const Ref<NavigationMesh>& p_navmesh);
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void set_item_shape(int p_item,const Ref<Shape>& p_shape);
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void set_item_preview(int p_item,const Ref<Texture>& p_preview);
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String get_item_name(int p_item) const;
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Ref<Mesh> get_item_mesh(int p_item) const;
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Ref<NavigationMesh> get_item_navmesh(int p_item) const;
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Ref<Shape> get_item_shape(int p_item) const;
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Ref<Texture> get_item_preview(int p_item) const;
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void remove_item(int p_item);
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bool has_item(int p_item) const;
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void clear();
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int find_item_name(const String& p_name) const;
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Vector<int> get_item_list() const;
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int get_last_unused_item_id() const;
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MeshLibrary();
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~MeshLibrary();
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};
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#endif // CUBE_GRID_THEME_H
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