/*************************************************************************/ /* multimesh.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 MULTIMESH_H #define MULTIMESH_H #include "scene/resources/mesh.h" #include "servers/visual_server.h" class MultiMesh : public Resource { GDCLASS(MultiMesh, Resource); RES_BASE_EXTENSION("mmsh"); public: enum TransformFormat { TRANSFORM_2D = VS::MULTIMESH_TRANSFORM_2D, TRANSFORM_3D = VS::MULTIMESH_TRANSFORM_3D }; enum ColorFormat { COLOR_NONE = VS::MULTIMESH_COLOR_NONE, COLOR_8BIT = VS::MULTIMESH_COLOR_8BIT, COLOR_FLOAT = VS::MULTIMESH_COLOR_FLOAT, }; private: Ref mesh; RID multimesh; TransformFormat transform_format; ColorFormat color_format; protected: static void _bind_methods(); void _set_transform_array(const PoolVector &p_array); PoolVector _get_transform_array() const; void _set_color_array(const PoolVector &p_array); PoolVector _get_color_array() const; public: void set_mesh(const Ref &p_mesh); Ref get_mesh() const; void set_color_format(ColorFormat p_color_format); ColorFormat get_color_format() const; void set_transform_format(TransformFormat p_transform_format); TransformFormat get_transform_format() const; void set_instance_count(int p_count); int get_instance_count() const; void set_instance_transform(int p_instance, const Transform &p_transform); Transform get_instance_transform(int p_instance) const; void set_instance_color(int p_instance, const Color &p_color); Color get_instance_color(int p_instance) const; virtual Rect3 get_aabb() const; virtual RID get_rid() const; MultiMesh(); ~MultiMesh(); }; VARIANT_ENUM_CAST(MultiMesh::TransformFormat); VARIANT_ENUM_CAST(MultiMesh::ColorFormat); #endif // MULTI_MESH_H