godot/servers/rendering/storage/mesh_storage.cpp

/**************************************************************************/
/*  mesh_storage.cpp                                                      */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "mesh_storage.h"

#include "core/math/transform_interpolator.h"

#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
#include "core/config/project_settings.h"
#endif

RID RendererMeshStorage::multimesh_allocate() {}

void RendererMeshStorage::multimesh_initialize(RID p_rid) {}

void RendererMeshStorage::multimesh_free(RID p_rid) {}

void RendererMeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {}

int RendererMeshStorage::multimesh_get_instance_count(RID p_multimesh) const {}

void RendererMeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {}

void RendererMeshStorage::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {}

void RendererMeshStorage::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {}

void RendererMeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {}

void RendererMeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {}

void RendererMeshStorage::multimesh_set_custom_aabb(RID p_multimesh, const AABB &p_aabb) {}

AABB RendererMeshStorage::multimesh_get_custom_aabb(RID p_multimesh) const {}

RID RendererMeshStorage::multimesh_get_mesh(RID p_multimesh) const {}

Transform3D RendererMeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {}

Transform2D RendererMeshStorage::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {}

Color RendererMeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) const {}

Color RendererMeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {}

void RendererMeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {}

Vector<float> RendererMeshStorage::multimesh_get_buffer(RID p_multimesh) const {}

void RendererMeshStorage::multimesh_set_buffer_interpolated(RID p_multimesh, const Vector<float> &p_buffer, const Vector<float> &p_buffer_prev) {}

void RendererMeshStorage::multimesh_set_physics_interpolated(RID p_multimesh, bool p_interpolated) {}

void RendererMeshStorage::multimesh_set_physics_interpolation_quality(RID p_multimesh, RS::MultimeshPhysicsInterpolationQuality p_quality) {}

void RendererMeshStorage::multimesh_instance_reset_physics_interpolation(RID p_multimesh, int p_index) {}

void RendererMeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {}

int RendererMeshStorage::multimesh_get_visible_instances(RID p_multimesh) const {}

AABB RendererMeshStorage::multimesh_get_aabb(RID p_multimesh) {}

void RendererMeshStorage::_multimesh_add_to_interpolation_lists(RID p_multimesh, MultiMeshInterpolator &r_mmi) {}

void RendererMeshStorage::InterpolationData::notify_free_multimesh(RID p_rid) {}

void RendererMeshStorage::update_interpolation_tick(bool p_process) {}

void RendererMeshStorage::update_interpolation_frame(bool p_process) {}