/*************************************************************************/ /* mesh.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_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