/*************************************************************************/
/*  mesh_instance_3d.h                                                   */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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#ifndef MESH_INSTANCE_H
#define MESH_INSTANCE_H

#include "scene/3d/skeleton_3d.h"
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/mesh.h"
#include "scene/resources/skin.h"

class MeshInstance3D : public GeometryInstance3D {
	GDCLASS(MeshInstance3D, GeometryInstance3D);

protected:
	Ref<Mesh> mesh;
	Ref<Skin> skin;
	Ref<Skin> skin_internal;
	Ref<SkinReference> skin_ref;
	NodePath skeleton_path;

	struct BlendShapeTrack {
		int idx;
		float value;
		BlendShapeTrack() {
			idx = 0;
			value = 0;
		}
	};

	Map<StringName, BlendShapeTrack> blend_shape_tracks;
	Vector<Ref<Material>> materials;

	void _mesh_changed();
	void _resolve_skeleton_path();

protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;

	void _notification(int p_what);
	static void _bind_methods();

public:
	void set_mesh(const Ref<Mesh> &p_mesh);
	Ref<Mesh> get_mesh() const;

	void set_skin(const Ref<Skin> &p_skin);
	Ref<Skin> get_skin() const;

	void set_skeleton_path(const NodePath &p_skeleton);
	NodePath get_skeleton_path();

	int get_surface_material_count() const;
	void set_surface_material(int p_surface, const Ref<Material> &p_material);
	Ref<Material> get_surface_material(int p_surface) const;
	Ref<Material> get_active_material(int p_surface) const;

	Node *create_trimesh_collision_node();
	void create_trimesh_collision();

	Node *create_convex_collision_node();
	void create_convex_collision();

	void create_debug_tangents();

	virtual AABB get_aabb() const;
	virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const;

	MeshInstance3D();
	~MeshInstance3D();
};

#endif