BsMeshEx.h 5.3 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsScriptEnginePrerequisites.h"
  5. #include "BsScriptResource.h"
  6. #include "BsMesh.h"
  7. #include "BsRendererMeshData.h"
  8. namespace bs
  9. {
  10. /** @addtogroup ScriptInteropEngine
  11. * @{
  12. */
  13. /** Extension class for Mesh, for adding additional functionality for the script version of the class. */
  14. class BS_SCRIPT_EXPORT(e:Mesh) MeshEx
  15. {
  16. public:
  17. /**
  18. * Creates a new mesh with enough space to hold the a number of primitives using the specified layout. All indices
  19. * will be part of a single sub-mesh.
  20. *
  21. * @param[in] numVertices Number of vertices in the mesh.
  22. * @param[in] numIndices Number of indices in the mesh. Must be a multiple of primitive size as specified
  23. * by provided topology.
  24. * @param[in] topology Determines how should the provided indices be interpreted by the pipeline. Default
  25. * option is a triangle list, where three indices represent a single triangle.
  26. * @param[in] usage Optimizes performance depending on planned usage of the mesh.
  27. * @param[in] vertex Controls how are vertices organized in the vertex buffer and what data they contain.
  28. * @param[in] index Size of indices, use smaller size for better performance, however be careful not to
  29. * go over the number of vertices limited by the data type size.
  30. */
  31. BS_SCRIPT_EXPORT(ec:Mesh)
  32. static HMesh create(int numVertices, int numIndices, DrawOperationType topology = DOT_TRIANGLE_LIST,
  33. MeshUsage usage = MU_STATIC, VertexLayout vertex = VertexLayout::Position, IndexType index = IT_32BIT);
  34. /**
  35. * Creates a new mesh with enough space to hold the a number of primitives using the specified layout. Indices can
  36. * be referenced by multiple sub-meshes.
  37. *
  38. * @param[in] numVertices Number of vertices in the mesh.
  39. * @param[in] numIndices Number of indices in the mesh. Must be a multiple of primitive size as specified
  40. * by provided topology.
  41. * @param[in] subMeshes Defines how are indices separated into sub-meshes, and how are those sub-meshes
  42. * rendered. Sub-meshes may be rendered independently, each with a different material.
  43. * @param[in] usage Optimizes performance depending on planned usage of the mesh.
  44. * @param[in] vertex Controls how are vertices organized in the vertex buffer and what data they contain.
  45. * @param[in] index Size of indices, use smaller size for better performance, however be careful not to
  46. * go over the number of vertices limited by the data type size.
  47. */
  48. BS_SCRIPT_EXPORT(ec:Mesh)
  49. static HMesh create(int numVertices, int numIndices, const Vector<SubMesh>& subMeshes,
  50. MeshUsage usage = MU_STATIC, VertexLayout vertex = VertexLayout::Position, IndexType index = IT_32BIT);
  51. /**
  52. * Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
  53. * by the mesh data exactly. Mesh will have no sub-meshes.
  54. *
  55. * @param[in] data Vertex and index data to initialize the mesh with.
  56. * @param[in] topology Determines how should the provided indices be interpreted by the pipeline. Default
  57. * option is a triangle list, where three indices represent a single triangle.
  58. * @param[in] usage Optimizes performance depending on planned usage of the mesh.
  59. */
  60. BS_SCRIPT_EXPORT(ec:Mesh)
  61. static HMesh create(const SPtr<RendererMeshData>& data, DrawOperationType topology = DOT_TRIANGLE_LIST,
  62. MeshUsage usage = MU_STATIC);
  63. /**
  64. * Creates a new mesh with enough space to hold the a number of primitives using the specified layout. Indices can
  65. * be referenced by multiple sub-meshes.
  66. *
  67. * @param[in] data Vertex and index data to initialize the mesh with.
  68. * @param[in] subMeshes Defines how are indices separated into sub-meshes, and how are those sub-meshes
  69. * rendered. Sub-meshes may be rendered independently, each with a different material.
  70. * @param[in] usage Optimizes performance depending on planned usage of the mesh.
  71. */
  72. BS_SCRIPT_EXPORT(ec:Mesh)
  73. static HMesh create(const SPtr<RendererMeshData>& data, const Vector<SubMesh>& subMeshes,
  74. MeshUsage usage = MU_STATIC);
  75. /** Returns all sub-meshes contained in the mesh. */
  76. BS_SCRIPT_EXPORT(e:Mesh,pr:getter,n:SubMeshes)
  77. static Vector<SubMesh> getSubMeshes(const HMesh& thisPtr);
  78. /** Returns the number of sub-meshes contained in this mesh. */
  79. BS_SCRIPT_EXPORT(e:Mesh,pr:getter,n:SubMeshCount)
  80. static UINT32 getSubMeshCount(const HMesh& thisPtr);
  81. BS_SCRIPT_EXPORT(e:Mesh,in:true)
  82. static void getBounds(const HMesh& thisPtr, AABox* box, Sphere* sphere);
  83. /**
  84. * Accesses the vertex and index data of the mesh. If reading, mesh must have been created with the
  85. * MeshUsage::CPUCached flag. If writing the caller must ensure the data matches mesh's vertex/index counts, vertex
  86. * layout and index format.
  87. */
  88. BS_SCRIPT_EXPORT(e:Mesh,pr:getter,n:MeshData)
  89. static SPtr<RendererMeshData> getMeshData(const HMesh& thisPtr);
  90. BS_SCRIPT_EXPORT(e:Mesh,pr:setter,n:MeshData)
  91. static void setMeshData(const HMesh& thisPtr, const SPtr<RendererMeshData>& value);
  92. };
  93. /** @} */
  94. }