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	* Removed entirely from RenderingServer. * Replaced by ImmediateMesh resource. * ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future. * Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4). * RootMotionView works again. * Polygon3D editor works again.
		
			
				
	
	
		
			117 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  immediate_mesh.h                                                     */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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 IMMEDIATE_MESH_H
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#define IMMEDIATE_MESH_H
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#include "core/templates/local_vector.h"
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#include "scene/resources/mesh.h"
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class ImmediateMesh : public Mesh {
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	GDCLASS(ImmediateMesh, Mesh)
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	RID mesh;
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	bool uses_colors = false;
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	bool uses_normals = false;
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	bool uses_tangents = false;
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	bool uses_uvs = false;
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	bool uses_uv2s = false;
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	Color current_color;
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	Vector3 current_normal;
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	Plane current_tangent;
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	Vector2 current_uv;
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	Vector2 current_uv2;
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	LocalVector<Color> colors;
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	LocalVector<Vector3> normals;
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	LocalVector<Plane> tangents;
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	LocalVector<Vector2> uvs;
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	LocalVector<Vector2> uv2s;
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	LocalVector<Vector3> vertices;
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	struct Surface {
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		PrimitiveType primitive;
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		Ref<Material> material;
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		bool vertex_2d = false;
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		int array_len = 0;
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		uint32_t format = 0;
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		AABB aabb;
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	};
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	LocalVector<Surface> surfaces;
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	bool surface_active = false;
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	Surface active_surface_data;
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	Vector<uint8_t> surface_vertex_create_cache;
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	Vector<uint8_t> surface_attribute_create_cache;
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protected:
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	static void _bind_methods();
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public:
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	void surface_begin(PrimitiveType p_primitive, const Ref<Material> &p_material = Ref<Material>());
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	void surface_set_color(const Color &p_color);
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	void surface_set_normal(const Vector3 &p_normal);
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	void surface_set_tangent(const Plane &p_tangent);
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	void surface_set_uv(const Vector2 &p_uv);
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	void surface_set_uv2(const Vector2 &p_uv2);
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	void surface_add_vertex(const Vector3 &p_vertex);
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	void surface_add_vertex_2d(const Vector2 &p_vertex);
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	void surface_end();
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	void clear_surfaces();
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	virtual int get_surface_count() const override;
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	virtual int surface_get_array_len(int p_idx) const override;
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	virtual int surface_get_array_index_len(int p_idx) const override;
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	virtual bool surface_is_softbody_friendly(int p_idx) const override;
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	virtual Array surface_get_arrays(int p_surface) const override;
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	virtual Array surface_get_blend_shape_arrays(int p_surface) const override;
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	virtual Dictionary surface_get_lods(int p_surface) const override;
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	virtual uint32_t surface_get_format(int p_idx) const override;
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	virtual PrimitiveType surface_get_primitive_type(int p_idx) const override;
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	virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) override;
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	virtual Ref<Material> surface_get_material(int p_idx) const override;
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	virtual int get_blend_shape_count() const override;
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	virtual StringName get_blend_shape_name(int p_index) const override;
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	virtual void set_blend_shape_name(int p_index, const StringName &p_name) override;
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	virtual AABB get_aabb() const override;
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	virtual RID get_rid() const override;
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	ImmediateMesh();
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	~ImmediateMesh();
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};
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#endif // IMMEDIATEMESH_H
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