virtualx-engine/scene/3d/mesh_instance_3d.h

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/**************************************************************************/
/* mesh_instance_3d.h */
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/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_3D_H
#define MESH_INSTANCE_3D_H
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#include "core/templates/local_vector.h"
#include "scene/3d/visual_instance_3d.h"
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class Skin;
class SkinReference;
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class MeshInstance3D : public GeometryInstance3D {
GDCLASS(MeshInstance3D, GeometryInstance3D);
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protected:
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Ref<Mesh> mesh;
Ref<Skin> skin;
Ref<Skin> skin_internal;
Ref<SkinReference> skin_ref;
NodePath skeleton_path = NodePath("..");
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LocalVector<float> blend_shape_tracks;
HashMap<StringName, int> blend_shape_properties;
Vector<Ref<Material>> surface_override_materials;
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void _mesh_changed();
void _resolve_skeleton_path();
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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;
bool surface_index_0 = false;
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void _notification(int p_what);
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static void _bind_methods();
bool _property_can_revert(const StringName &p_name) const;
bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
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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();
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Ref<SkinReference> get_skin_reference() const;
int get_blend_shape_count() const;
int find_blend_shape_by_name(const StringName &p_name);
float get_blend_shape_value(int p_blend_shape) const;
void set_blend_shape_value(int p_blend_shape, float p_value);
int get_surface_override_material_count() const;
void set_surface_override_material(int p_surface, const Ref<Material> &p_material);
Ref<Material> get_surface_override_material(int p_surface) const;
Ref<Material> get_active_material(int p_surface) const;
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Node *create_trimesh_collision_node();
void create_trimesh_collision();
Node *create_convex_collision_node(bool p_clean = true, bool p_simplify = false);
void create_convex_collision(bool p_clean = true, bool p_simplify = false);
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Node *create_multiple_convex_collisions_node(const Ref<MeshConvexDecompositionSettings> &p_settings = Ref<MeshConvexDecompositionSettings>());
void create_multiple_convex_collisions(const Ref<MeshConvexDecompositionSettings> &p_settings = Ref<MeshConvexDecompositionSettings>());
MeshInstance3D *create_debug_tangents_node();
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void create_debug_tangents();
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virtual AABB get_aabb() const override;
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Ref<ArrayMesh> bake_mesh_from_current_blend_shape_mix(Ref<ArrayMesh> p_existing = Ref<ArrayMesh>());
Ref<ArrayMesh> bake_mesh_from_current_skeleton_pose(Ref<ArrayMesh> p_existing = Ref<ArrayMesh>());
MeshInstance3D();
~MeshInstance3D();
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};
#endif // MESH_INSTANCE_3D_H