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- using System;
- using System.Runtime.CompilerServices;
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- /// <summary>
- /// Contains mesh vertex and index data used for initializing, updating and reading mesh data from Mesh.
- /// </summary>
- public class MeshData : ScriptObject
- {
- /// <summary>
- /// Creates a new mesh data that can hold number of vertices described by the provided vertex layout as well as a
- /// number of indices of the provided type.
- /// </summary>
- /// <param name="numVertices">Number of vertices in the mesh.</param>
- /// <param name="numIndices">Number of indices in the mesh. </param>
- /// <param name="vertex">Controls how are vertices organized in the vertex buffer and what data they contain.</param>
- /// <param name="index">Size of indices, use smaller size for better performance, however be careful not to go over
- /// the number of vertices limited by the size.</param>
- public MeshData(int numVertices, int numIndices, VertexType vertex = VertexType.Position,
- IndexType index = IndexType.Index32)
- {
- Internal_CreateInstance(this, numVertices, numIndices, vertex, index);
- }
- /// <summary>
- /// An array of all vertex positions. Only valid if the vertex layout contains vertex positions.
- /// </summary>
- public Vector3[] Positions
- {
- get { return Internal_GetPositions(mCachedPtr); }
- set { Internal_SetPositions(mCachedPtr, value); }
- }
- /// <summary>
- /// An array of all vertex normals. Only valid if the vertex layout contains vertex normals.
- /// </summary>
- public Vector3[] Normals
- {
- get { return Internal_GetNormals(mCachedPtr); }
- set { Internal_SetNormals(mCachedPtr, value); }
- }
- /// <summary>
- /// An array of all vertex tangents. Only valid if the vertex layout contains vertex tangents.
- /// </summary>
- public Vector4[] Tangents
- {
- get { return Internal_GetTangents(mCachedPtr); }
- set { Internal_SetTangents(mCachedPtr, value); }
- }
- /// <summary>
- /// An array of all vertex colors. Only valid if the vertex layout contains vertex colors.
- /// </summary>
- public Color[] Colors
- {
- get { return Internal_GetColors(mCachedPtr); }
- set { Internal_SetColors(mCachedPtr, value); }
- }
- /// <summary>
- /// An array of all vertex texture coordinates in the UV0 channel. Only valid if the vertex layout contains UV0
- /// coordinates.
- /// </summary>
- public Vector2[] UV
- {
- get { return UV0; }
- set { UV0 = value; }
- }
- /// <summary>
- /// An array of all vertex texture coordinates in the UV0 channel. Only valid if the vertex layout contains UV0
- /// coordinates.
- /// </summary>
- public Vector2[] UV0
- {
- get { return Internal_GetUV0(mCachedPtr); }
- set { Internal_SetUV0(mCachedPtr, value); }
- }
- /// <summary>
- /// An array of all vertex texture coordinates in the UV1 channel. Only valid if the vertex layout contains UV1
- /// coordinates.
- /// </summary>
- public Vector2[] UV1
- {
- get { return Internal_GetUV1(mCachedPtr); }
- set { Internal_SetUV0(mCachedPtr, value); }
- }
- /// <summary>
- /// An array of all vertex bone weights. Only valid if the vertex layout contains bone weights.
- /// </summary>
- public BoneWeight[] BoneWeights
- {
- get { return Internal_GetBoneWeights(mCachedPtr); }
- set { Internal_SetBoneWeights(mCachedPtr, value); }
- }
- /// <summary>
- /// An array of all indices. Make sure that individual entries do not go over the index count as required by
- /// active index type.
- /// </summary>
- public int[] Indices
- {
- get { return Internal_GetIndices(mCachedPtr); }
- set { Internal_SetIndices(mCachedPtr, value); }
- }
- /// <summary>
- /// Number of vertices contained by this object.
- /// </summary>
- public int VertexCount
- {
- get { return Internal_GetVertexCount(mCachedPtr); }
- }
- /// <summary>
- /// Number of indices contained by this object.
- /// </summary>
- public int IndexCount
- {
- get { return Internal_GetIndexCount(mCachedPtr); }
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_CreateInstance(MeshData instance, int numVertices,
- int numIndices, VertexType vertex, IndexType index);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern Vector3[] Internal_GetPositions(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetPositions(IntPtr thisPtr, Vector3[] value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern Vector3[] Internal_GetNormals(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetNormals(IntPtr thisPtr, Vector3[] value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern Vector4[] Internal_GetTangents(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetTangents(IntPtr thisPtr, Vector4[] value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern Color[] Internal_GetColors(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetColors(IntPtr thisPtr, Color[] value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern Vector2[] Internal_GetUV0(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetUV0(IntPtr thisPtr, Vector2[] value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern Vector2[] Internal_GetUV1(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetUV1(IntPtr thisPtr, Vector2[] value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern BoneWeight[] Internal_GetBoneWeights(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetBoneWeights(IntPtr thisPtr, BoneWeight[] value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern int[] Internal_GetIndices(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetIndices(IntPtr thisPtr, int[] value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern int Internal_GetVertexCount(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern int Internal_GetIndexCount(IntPtr thisPtr);
- }
- /// <summary>
- /// Available vertex layouts that specify what data is provided per-vertex in a mesh. Combinations other than those
- /// provided are allowed.
- /// </summary>
- public enum VertexType // Note: Must match C++ enum VertexLayout
- {
- Position = 0x01,
- Color = 0x02,
- Normal = 0x04,
- Tangent = 0x08,
- BlendWeights = 0x10,
- UV0 = 0x20,
- UV1 = 0x40,
- PC = Position | Color,
- PU = Position | UV0,
- PCU = Position | Color | UV0,
- PCN = Position | Color | Normal,
- PCNU = Position | Color | Normal | UV0,
- PCNT = Position | Color | Normal | Tangent,
- PCNTU = Position | Color | Normal | Tangent | UV0,
- PN = Position | Normal,
- PNU = Position | Normal | UV0,
- PNT = Position | Normal | Tangent,
- PNTU = Position | Normal | Tangent | UV0,
- }
- /// <summary>
- /// Determines the size of a single index in a mesh.
- /// </summary>
- public enum IndexType // Note: Must match C++ enum ScriptIndexType
- {
- Index16,
- Index32
- }
- /// <summary>
- /// Contains per-vertex bone weights and indexes used for skinning, for up to four bones.
- /// </summary>
- [StructLayout(LayoutKind.Sequential)]
- public struct BoneWeight // Note: Must match C++ class BoneWeight
- {
- public int index0;
- public int index1;
- public int index2;
- public int index3;
- public float weight0;
- public float weight1;
- public float weight2;
- public float weight3;
- }
- }
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