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- /*************************************************************************/
- /* surface_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 SURFACE_TOOL_H
- #define SURFACE_TOOL_H
- #include "scene/resources/mesh.h"
- class SurfaceTool : public Reference {
- OBJ_TYPE(SurfaceTool, Reference );
- public:
- struct Vertex {
- Vector3 vertex;
- Color color;
- Vector3 normal; // normal, binormal, tangent
- Vector3 binormal;
- Vector3 tangent;
- Vector2 uv;
- Vector2 uv2;
- Vector<int> bones;
- Vector<float> weights;
- bool operator==(const Vertex& p_vertex) const;
- Vertex() { }
- };
- private:
- struct VertexHasher {
- static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
- };
- bool begun;
- bool first;
- Mesh::PrimitiveType primitive;
- int format;
- Ref<Material> material;
- //arrays
- List< Vertex > vertex_array;
- List< int > index_array;
- Map<int,bool> smooth_groups;
- //memory
- Color last_color;
- Vector3 last_normal;
- Vector2 last_uv;
- Vector2 last_uv2;
- Vector<int> last_bones;
- Vector<float> last_weights;
- Plane last_tangent;
- void _create_list(const Ref<Mesh>& p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index,int &lformat);
- protected:
- static void _bind_methods();
- public:
- void begin(Mesh::PrimitiveType p_primitive);
- void add_vertex( const Vector3& p_vertex);
- void add_color( Color p_color );
- void add_normal( const Vector3& p_normal);
- void add_tangent( const Plane& p_tangent );
- void add_uv( const Vector2& p_uv);
- void add_uv2( const Vector2& p_uv);
- void add_bones( const Vector<int>& p_indices);
- void add_weights( const Vector<float>& p_weights);
- void add_smooth_group(bool p_smooth);
- void add_index( int p_index);
- void index();
- void deindex();
- void generate_normals();
- void generate_tangents();
- void add_to_format(int p_flags) { format|=p_flags; }
- void set_material(const Ref<Material>& p_material);
- void clear();
- List< Vertex > &get_vertex_array() { return vertex_array; }
- void create_from(const Ref<Mesh>& p_existing, int p_surface);
- void append_from(const Ref<Mesh>& p_existing, int p_surface,const Transform& p_xform);
- Ref<Mesh> commit(const Ref<Mesh>& p_existing=Ref<Mesh>());
- SurfaceTool();
- };
- #endif
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