bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
77 lines
3.2 KiB
C++
77 lines
3.2 KiB
C++
/*************************************************************************/
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/* immediate_geometry.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 IMMEDIATE_GEOMETRY_H
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#define IMMEDIATE_GEOMETRY_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/mesh.h"
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class ImmediateGeometry : public GeometryInstance {
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GDCLASS(ImmediateGeometry,GeometryInstance);
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RID im;
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//a list of texures drawn need to be kept, to avoid references
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// in VisualServer from becoming invalid if the texture is no longer used
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List<Ref<Texture> > cached_textures;
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bool empty;
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Rect3 aabb;
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protected:
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static void _bind_methods();
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public:
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void begin(Mesh::PrimitiveType p_primitive,const Ref<Texture>& p_texture=Ref<Texture>());
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void set_normal(const Vector3& p_normal);
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void set_tangent(const Plane& p_tangent);
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void set_color(const Color& p_color);
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void set_uv(const Vector2& tex_uv);
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void set_uv2(const Vector2& tex_uv);
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void add_vertex(const Vector3& p_vertex);
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void end();
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void clear();
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void add_sphere(int p_lats,int p_lons,float p_radius,bool p_add_uv=true);
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virtual Rect3 get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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ImmediateGeometry();
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~ImmediateGeometry();
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};
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#endif // IMMEDIATE_GEOMETRY_H
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