/*************************************************************************/ /* mesh_library.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_LIBRARY_H #define MESH_LIBRARY_H #include "core/io/resource.h" #include "core/templates/rb_map.h" #include "scene/3d/navigation_region_3d.h" #include "scene/resources/mesh.h" #include "shape_3d.h" class MeshLibrary : public Resource { GDCLASS(MeshLibrary, Resource); RES_BASE_EXTENSION("meshlib"); public: struct ShapeData { Ref shape; Transform3D local_transform; }; struct Item { String name; Ref mesh; Transform3D mesh_transform; Vector shapes; Ref preview; Ref navigation_mesh; Transform3D navigation_mesh_transform; }; RBMap item_map; void _set_item_shapes(int p_item, const Array &p_shapes); Array _get_item_shapes(int p_item) const; 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 *p_list) const; virtual void reset_state() override; static void _bind_methods(); public: void create_item(int p_item); void set_item_name(int p_item, const String &p_name); void set_item_mesh(int p_item, const Ref &p_mesh); void set_item_mesh_transform(int p_item, const Transform3D &p_transform); void set_item_navigation_mesh(int p_item, const Ref &p_navigation_mesh); void set_item_navigation_mesh_transform(int p_item, const Transform3D &p_transform); void set_item_shapes(int p_item, const Vector &p_shapes); void set_item_preview(int p_item, const Ref &p_preview); String get_item_name(int p_item) const; Ref get_item_mesh(int p_item) const; Transform3D get_item_mesh_transform(int p_item) const; Ref get_item_navigation_mesh(int p_item) const; Transform3D get_item_navigation_mesh_transform(int p_item) const; Vector get_item_shapes(int p_item) const; Ref get_item_preview(int p_item) const; void remove_item(int p_item); bool has_item(int p_item) const; void clear(); int find_item_by_name(const String &p_name) const; Vector get_item_list() const; int get_last_unused_item_id() const; MeshLibrary(); ~MeshLibrary(); }; #endif // MESH_LIBRARY_H