/*************************************************************************/ /* mesh_instance_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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