godot/scene/3d/quad.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

79 lines
2.9 KiB
C++

/*************************************************************************/
/* quad.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 QUAD_H
#define QUAD_H
#include "scene/3d/visual_instance.h"
#include "rid.h"
class Quad : public GeometryInstance {
OBJ_TYPE(Quad,GeometryInstance);
Vector3::Axis axis;
bool centered;
Vector2 offset;
Vector2 size;
AABB aabb;
bool configured;
bool pending_update;
RID mesh;
void _update();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_axis(Vector3::Axis p_axis);
Vector3::Axis get_axis() const;
void set_size(const Vector2& p_sizze);
Vector2 get_size() const;
void set_offset(const Vector2& p_offset);
Vector2 get_offset() const;
void set_centered(bool p_enabled);
bool is_centered() const;
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
virtual AABB get_aabb() const;
Quad();
~Quad();
};
#endif // QUAD_H