GODOT IS OPEN SOURCE
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scene/resources/surface_tool.h
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scene/resources/surface_tool.h
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/*************************************************************************/
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/* surface_tool.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SURFACE_TOOL_H
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#define SURFACE_TOOL_H
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#include "scene/resources/mesh.h"
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class SurfaceTool : public Reference {
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OBJ_TYPE(SurfaceTool, Reference );
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public:
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struct Vertex {
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Vector3 vertex;
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Color color;
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Vector3 normal; // normal, binormal, tangent
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Vector3 binormal;
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Vector3 tangent;
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Vector2 uv;
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Vector2 uv2;
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Vector<int> bones;
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Vector<float> weights;
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Vertex() { }
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};
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private:
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bool compare(const Vertex& p_a,const Vertex& p_b) const;
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bool begun;
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bool first;
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Mesh::PrimitiveType primitive;
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int format;
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Ref<Material> material;
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//arrays
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List< Vertex > vertex_array;
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List< int > index_array;
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//memory
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Color last_color;
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Vector3 last_normal;
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Vector2 last_uv;
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Vector2 last_uv2;
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Vector<int> last_bones;
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Vector<float> last_weights;
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Plane last_tangent;
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void _create_list(const Ref<Mesh>& p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index,int &lformat);
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protected:
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static void _bind_methods();
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public:
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void begin(Mesh::PrimitiveType p_primitive);
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void add_vertex( const Vector3& p_vertex);
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void add_color( Color p_color );
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void add_normal( const Vector3& p_normal);
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void add_tangent( const Plane& p_tangent );
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void add_uv( const Vector2& p_uv);
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void add_uv2( const Vector2& p_uv);
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void add_bones( const Vector<int>& p_indices);
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void add_weights( const Vector<float>& p_weights);
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void add_index( int p_index);
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void index();
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void deindex();
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void generate_flat_normals();
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void generate_smooth_normals();
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void generate_tangents();
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void add_to_format(int p_flags) { format|=p_flags; }
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void set_material(const Ref<Material>& p_material);
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void clear();
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List< Vertex > &get_vertex_array() { return vertex_array; }
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void create_from(const Ref<Mesh>& p_existing, int p_surface);
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void append_from(const Ref<Mesh>& p_existing, int p_surface,const Transform& p_xform);
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Ref<Mesh> commit(const Ref<Mesh>& p_existing=Ref<Mesh>());
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SurfaceTool();
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};
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#endif
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