godot/scene/3d/immediate_geometry_3d.h

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3.3 KiB
C++

/*************************************************************************/
/* immediate_geometry_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 IMMEDIATE_GEOMETRY_3D_H
#define IMMEDIATE_GEOMETRY_3D_H
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/mesh.h"
class ImmediateGeometry3D : public GeometryInstance3D {
GDCLASS(ImmediateGeometry3D, GeometryInstance3D);
RID im;
//a list of textures drawn need to be kept, to avoid references
// in RenderingServer from becoming invalid if the texture is no longer used
List<Ref<Texture2D>> cached_textures;
bool empty = true;
AABB aabb;
protected:
static void _bind_methods();
public:
void begin(Mesh::PrimitiveType p_primitive, const Ref<Texture2D> &p_texture = Ref<Texture2D>());
void set_normal(const Vector3 &p_normal);
void set_tangent(const Plane &p_tangent);
void set_color(const Color &p_color);
void set_uv(const Vector2 &p_uv);
void set_uv2(const Vector2 &p_uv2);
void add_vertex(const Vector3 &p_vertex);
void end();
void clear();
void add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv = true);
virtual AABB get_aabb() const override;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
ImmediateGeometry3D();
~ImmediateGeometry3D();
};
#endif // IMMEDIATE_GEOMETRY_H