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- /*************************************************************************/
- /* immediate_geometry.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://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 IMMEDIATE_GEOMETRY_H
- #define IMMEDIATE_GEOMETRY_H
- #include "scene/3d/visual_instance.h"
- #include "scene/resources/mesh.h"
- class ImmediateGeometry : public GeometryInstance {
- GDCLASS(ImmediateGeometry, GeometryInstance);
- RID im;
- //a list of textures drawn need to be kept, to avoid references
- // in VisualServer from becoming invalid if the texture is no longer used
- List<Ref<Texture> > cached_textures;
- bool empty;
- Rect3 aabb;
- protected:
- static void _bind_methods();
- public:
- void begin(Mesh::PrimitiveType p_primitive, const Ref<Texture> &p_texture = Ref<Texture>());
- 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 Rect3 get_aabb() const;
- virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
- ImmediateGeometry();
- ~ImmediateGeometry();
- };
- #endif // IMMEDIATE_GEOMETRY_H
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