1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
|
/*************************************************************************/
/* immediate_mesh.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 IMMEDIATE_MESH_H
#define IMMEDIATE_MESH_H
#include "core/templates/local_vector.h"
#include "scene/resources/mesh.h"
class ImmediateMesh : public Mesh {
GDCLASS(ImmediateMesh, Mesh)
RID mesh;
bool uses_colors = false;
bool uses_normals = false;
bool uses_tangents = false;
bool uses_uvs = false;
bool uses_uv2s = false;
Color current_color;
Vector3 current_normal;
Plane current_tangent;
Vector2 current_uv;
Vector2 current_uv2;
LocalVector<Color> colors;
LocalVector<Vector3> normals;
LocalVector<Plane> tangents;
LocalVector<Vector2> uvs;
LocalVector<Vector2> uv2s;
LocalVector<Vector3> vertices;
struct Surface {
PrimitiveType primitive;
Ref<Material> material;
bool vertex_2d = false;
int array_len = 0;
uint32_t format = 0;
AABB aabb;
};
LocalVector<Surface> surfaces;
bool surface_active = false;
Surface active_surface_data;
Vector<uint8_t> surface_vertex_create_cache;
Vector<uint8_t> surface_attribute_create_cache;
const Vector3 SMALL_VEC3 = Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON);
protected:
static void _bind_methods();
public:
void surface_begin(PrimitiveType p_primitive, const Ref<Material> &p_material = Ref<Material>());
void surface_set_color(const Color &p_color);
void surface_set_normal(const Vector3 &p_normal);
void surface_set_tangent(const Plane &p_tangent);
void surface_set_uv(const Vector2 &p_uv);
void surface_set_uv2(const Vector2 &p_uv2);
void surface_add_vertex(const Vector3 &p_vertex);
void surface_add_vertex_2d(const Vector2 &p_vertex);
void surface_end();
void clear_surfaces();
virtual int get_surface_count() const override;
virtual int surface_get_array_len(int p_idx) const override;
virtual int surface_get_array_index_len(int p_idx) const override;
virtual Array surface_get_arrays(int p_surface) const override;
virtual Array surface_get_blend_shape_arrays(int p_surface) const override;
virtual Dictionary surface_get_lods(int p_surface) const override;
virtual uint32_t surface_get_format(int p_idx) const override;
virtual PrimitiveType surface_get_primitive_type(int p_idx) const override;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) override;
virtual Ref<Material> surface_get_material(int p_idx) const override;
virtual int get_blend_shape_count() const override;
virtual StringName get_blend_shape_name(int p_index) const override;
virtual void set_blend_shape_name(int p_index, const StringName &p_name) override;
virtual AABB get_aabb() const override;
virtual RID get_rid() const override;
ImmediateMesh();
~ImmediateMesh();
};
#endif // IMMEDIATE_MESH_H
|