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+/*************************************************************************/
+/* mesh_data_tool.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* 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 MESH_DATA_TOOL_H
+#define MESH_DATA_TOOL_H
+
+#include "scene/resources/mesh.h"
+
+class MeshDataTool : public Reference {
+
+ OBJ_TYPE(MeshDataTool,Reference);
+
+
+ int format;
+ struct Vertex {
+ Vector3 vertex;
+ Color color;
+ Vector3 normal; // normal, binormal, tangent
+ Plane tangent;
+ Vector2 uv;
+ Vector2 uv2;
+ Vector<int> bones;
+ Vector<float> weights;
+ Vector<int> edges;
+ Vector<int> faces;
+ Variant meta;
+ };
+
+ Vector<Vertex> vertices;
+
+ struct Edge {
+
+ int vertex[2];
+ Vector<int> faces;
+ Variant meta;
+ };
+
+ Vector<Edge> edges;
+
+ struct Face {
+
+ int v[3];
+ int edges[3];
+ Variant meta;
+ };
+
+
+ Vector<Face> faces;
+
+ Ref<Material> material;
+protected:
+
+ static void _bind_methods();
+public:
+
+ void clear();
+ Error create_from_surface(const Ref<Mesh>& p_mesh,int p_surface);
+ Error commit_to_surface(const Ref<Mesh>& p_mesh);
+
+ int get_format() const;
+
+ int get_vertex_count() const;
+ int get_edge_count() const;
+ int get_face_count() const;
+
+ Vector3 get_vertex(int p_idx) const;
+ void set_vertex(int p_idx,const Vector3& p_vertex);
+
+ Vector3 get_vertex_normal(int p_idx) const;
+ void set_vertex_normal(int p_idx,const Vector3& p_normal);
+
+ Plane get_vertex_tangent(int p_idx) const;
+ void set_vertex_tangent(int p_idx,const Plane& p_tangent);
+
+ Vector2 get_vertex_uv(int p_idx) const;
+ void set_vertex_uv(int p_idx,const Vector2& p_uv);
+
+ Vector2 get_vertex_uv2(int p_idx) const;
+ void set_vertex_uv2(int p_idx,const Vector2& p_uv2);
+
+ Color get_vertex_color(int p_idx) const;
+ void set_vertex_color(int p_idx,const Color& p_color);
+
+ Vector<int> get_vertex_bones(int p_idx) const;
+ void set_vertex_bones(int p_idx,const Vector<int>& p_bones);
+
+ Vector<float> get_vertex_weights(int p_idx) const;
+ void set_vertex_weights(int p_idx,const Vector<float>& p_weights);
+
+ Variant get_vertex_meta(int p_idx) const;
+ void set_vertex_meta(int p_idx,const Variant& p_meta);
+
+ Vector<int> get_vertex_edges(int p_idx) const;
+ Vector<int> get_vertex_faces(int p_idx) const;
+
+ int get_edge_vertex(int p_edge,int p_vertex) const;
+ Vector<int> get_edge_faces(int p_edge) const;
+ Variant get_edge_meta(int p_idx) const;
+ void set_edge_meta(int p_idx,const Variant& p_meta);
+
+ int get_face_vertex(int p_face,int p_vertex) const;
+ int get_face_edge(int p_face,int p_vertex) const;
+ Variant get_face_meta(int p_face) const;
+ void set_face_meta(int p_face,const Variant& p_meta);
+ Vector3 get_face_normal(int p_face) const;
+
+ Ref<Material> get_material() const;
+ void set_material(const Ref<Material> &p_material);
+
+ MeshDataTool();
+};
+
+#endif // MESH_DATA_TOOL_H