Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.

This commit is contained in:
Juan Linietsky
2018-02-21 09:38:21 -03:00
parent 1c77fdcc85
commit 9e3a1e5401
23 changed files with 6126 additions and 79 deletions

View File

@ -846,8 +846,8 @@ public:
virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false) = 0;
virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_skeleton = RID()) = 0;
virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_skeleton = RID()) = 0;
virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture = RID(), RID p_normal_map = RID(), RID p_skeleton = RID()) = 0;
virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID(), RID p_skeleton = RID()) = 0;
virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, int p_h_frames, int p_v_frames) = 0;
virtual void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) = 0;
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore) = 0;