1 | /**************************************************************************/ |
2 | /* mesh_library.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef MESH_LIBRARY_H |
32 | #define MESH_LIBRARY_H |
33 | |
34 | #include "core/io/resource.h" |
35 | #include "core/templates/rb_map.h" |
36 | #include "scene/3d/navigation_region_3d.h" |
37 | #include "scene/resources/mesh.h" |
38 | #include "shape_3d.h" |
39 | |
40 | class MeshLibrary : public Resource { |
41 | GDCLASS(MeshLibrary, Resource); |
42 | RES_BASE_EXTENSION("meshlib" ); |
43 | |
44 | public: |
45 | struct ShapeData { |
46 | Ref<Shape3D> shape; |
47 | Transform3D local_transform; |
48 | }; |
49 | struct Item { |
50 | String name; |
51 | Ref<Mesh> mesh; |
52 | Transform3D mesh_transform; |
53 | Vector<ShapeData> shapes; |
54 | Ref<Texture2D> preview; |
55 | Ref<NavigationMesh> navigation_mesh; |
56 | Transform3D navigation_mesh_transform; |
57 | uint32_t navigation_layers = 1; |
58 | }; |
59 | |
60 | RBMap<int, Item> item_map; |
61 | |
62 | void _set_item_shapes(int p_item, const Array &p_shapes); |
63 | Array _get_item_shapes(int p_item) const; |
64 | |
65 | protected: |
66 | bool _set(const StringName &p_name, const Variant &p_value); |
67 | bool _get(const StringName &p_name, Variant &r_ret) const; |
68 | void _get_property_list(List<PropertyInfo> *p_list) const; |
69 | |
70 | virtual void reset_state() override; |
71 | static void _bind_methods(); |
72 | |
73 | public: |
74 | void create_item(int p_item); |
75 | void set_item_name(int p_item, const String &p_name); |
76 | void set_item_mesh(int p_item, const Ref<Mesh> &p_mesh); |
77 | void set_item_mesh_transform(int p_item, const Transform3D &p_transform); |
78 | void set_item_navigation_mesh(int p_item, const Ref<NavigationMesh> &p_navigation_mesh); |
79 | void set_item_navigation_mesh_transform(int p_item, const Transform3D &p_transform); |
80 | void set_item_navigation_layers(int p_item, uint32_t p_navigation_layers); |
81 | void set_item_shapes(int p_item, const Vector<ShapeData> &p_shapes); |
82 | void set_item_preview(int p_item, const Ref<Texture2D> &p_preview); |
83 | String get_item_name(int p_item) const; |
84 | Ref<Mesh> get_item_mesh(int p_item) const; |
85 | Transform3D get_item_mesh_transform(int p_item) const; |
86 | Ref<NavigationMesh> get_item_navigation_mesh(int p_item) const; |
87 | Transform3D get_item_navigation_mesh_transform(int p_item) const; |
88 | uint32_t get_item_navigation_layers(int p_item) const; |
89 | Vector<ShapeData> get_item_shapes(int p_item) const; |
90 | Ref<Texture2D> get_item_preview(int p_item) const; |
91 | |
92 | void remove_item(int p_item); |
93 | bool has_item(int p_item) const; |
94 | |
95 | void clear(); |
96 | |
97 | int find_item_by_name(const String &p_name) const; |
98 | |
99 | Vector<int> get_item_list() const; |
100 | int get_last_unused_item_id() const; |
101 | |
102 | MeshLibrary(); |
103 | ~MeshLibrary(); |
104 | }; |
105 | |
106 | #endif // MESH_LIBRARY_H |
107 | |