godot/scene/resources/mesh_library.h
Rémi Verschelde 818f1eed31 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00

103 lines
4.2 KiB
C++

/*************************************************************************/
/* mesh_library.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 MESH_LIBRARY_H
#define MESH_LIBRARY_H
#include "core/map.h"
#include "core/resource.h"
#include "mesh.h"
#include "scene/3d/navigation_mesh_instance.h"
#include "shape.h"
class MeshLibrary : public Resource {
GDCLASS(MeshLibrary, Resource);
RES_BASE_EXTENSION("meshlib");
public:
struct ShapeData {
Ref<Shape> shape;
Transform local_transform;
};
struct Item {
String name;
Ref<Mesh> mesh;
Vector<ShapeData> shapes;
Ref<Texture> preview;
Transform navmesh_transform;
Transform mesh_transform;
Ref<NavigationMesh> navmesh;
};
Map<int, Item> item_map;
void _set_item_shapes(int p_item, const Array &p_shapes);
Array _get_item_shapes(int p_item) const;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void create_item(int p_item);
void set_item_name(int p_item, const String &p_name);
void set_item_mesh(int p_item, const Ref<Mesh> &p_mesh);
void set_item_mesh_transform(int p_item, const Transform &p_transform);
void set_item_navmesh(int p_item, const Ref<NavigationMesh> &p_navmesh);
void set_item_navmesh_transform(int p_item, const Transform &p_transform);
void set_item_shapes(int p_item, const Vector<ShapeData> &p_shapes);
void set_item_preview(int p_item, const Ref<Texture> &p_preview);
String get_item_name(int p_item) const;
Ref<Mesh> get_item_mesh(int p_item) const;
Transform get_item_mesh_transform(int p_item) const;
Ref<NavigationMesh> get_item_navmesh(int p_item) const;
Transform get_item_navmesh_transform(int p_item) const;
Vector<ShapeData> get_item_shapes(int p_item) const;
Ref<Texture> get_item_preview(int p_item) const;
void remove_item(int p_item);
bool has_item(int p_item) const;
void clear();
int find_item_by_name(const String &p_name) const;
Vector<int> get_item_list() const;
int get_last_unused_item_id() const;
MeshLibrary();
~MeshLibrary();
};
#endif // MESH_LIBRARY_H