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/*************************************************************************/
/* mesh_instance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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/visual_instance.h"
#include "scene/resources/mesh.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class MeshInstance : public GeometryInstance {
GDCLASS(MeshInstance, GeometryInstance);
Ref<Mesh> mesh;
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_skeleton_path(const NodePath &p_skeleton);
NodePath get_skeleton_path();
void set_surface_material(int p_surface, const Ref<Material> &p_material);
Ref<Material> get_surface_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 Rect3 get_aabb() const;
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
MeshInstance();
~MeshInstance();
};
#endif
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