fcbf7011cc
This makes them easier to see in their intended colors in scenes with fog.
533 lines
18 KiB
C++
533 lines
18 KiB
C++
/**************************************************************************/
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/* mesh_instance_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "mesh_instance_3d.h"
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#include "collision_shape_3d.h"
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#include "physics_body_3d.h"
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#include "scene/resources/concave_polygon_shape_3d.h"
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#include "scene/resources/convex_polygon_shape_3d.h"
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bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) {
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//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
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//add to it that it's probably found on first call to _set anyway.
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if (!get_instance().is_valid()) {
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return false;
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}
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HashMap<StringName, int>::Iterator E = blend_shape_properties.find(p_name);
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if (E) {
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set_blend_shape_value(E->value, p_value);
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return true;
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}
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if (p_name.operator String().begins_with("surface_material_override/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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if (idx >= surface_override_materials.size() || idx < 0) {
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return false;
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}
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set_surface_override_material(idx, p_value);
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return true;
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}
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return false;
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}
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bool MeshInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
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if (!get_instance().is_valid()) {
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return false;
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}
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HashMap<StringName, int>::ConstIterator E = blend_shape_properties.find(p_name);
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if (E) {
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r_ret = get_blend_shape_value(E->value);
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return true;
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}
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if (p_name.operator String().begins_with("surface_material_override/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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if (idx >= surface_override_materials.size() || idx < 0) {
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return false;
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}
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r_ret = surface_override_materials[idx];
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return true;
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}
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return false;
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}
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void MeshInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
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List<String> ls;
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for (const KeyValue<StringName, int> &E : blend_shape_properties) {
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ls.push_back(E.key);
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}
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ls.sort();
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for (const String &E : ls) {
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p_list->push_back(PropertyInfo(Variant::FLOAT, E, PROPERTY_HINT_RANGE, "-1,1,0.00001"));
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}
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if (mesh.is_valid()) {
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("%s/%d", PNAME("surface_material_override"), i), PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE));
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}
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}
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}
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void MeshInstance3D::set_mesh(const Ref<Mesh> &p_mesh) {
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if (mesh == p_mesh) {
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return;
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}
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if (mesh.is_valid()) {
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mesh->disconnect_changed(callable_mp(this, &MeshInstance3D::_mesh_changed));
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}
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mesh = p_mesh;
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if (mesh.is_valid()) {
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// If mesh is a PrimitiveMesh, calling get_rid on it can trigger a changed callback
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// so do this before connecting _mesh_changed.
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set_base(mesh->get_rid());
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mesh->connect_changed(callable_mp(this, &MeshInstance3D::_mesh_changed));
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_mesh_changed();
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} else {
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blend_shape_tracks.clear();
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blend_shape_properties.clear();
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set_base(RID());
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update_gizmos();
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}
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notify_property_list_changed();
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}
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Ref<Mesh> MeshInstance3D::get_mesh() const {
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return mesh;
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}
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int MeshInstance3D::get_blend_shape_count() const {
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if (mesh.is_null()) {
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return 0;
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}
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return mesh->get_blend_shape_count();
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}
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int MeshInstance3D::find_blend_shape_by_name(const StringName &p_name) {
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if (mesh.is_null()) {
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return -1;
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}
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for (int i = 0; i < mesh->get_blend_shape_count(); i++) {
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if (mesh->get_blend_shape_name(i) == p_name) {
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return i;
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}
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}
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return -1;
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}
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float MeshInstance3D::get_blend_shape_value(int p_blend_shape) const {
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ERR_FAIL_COND_V(mesh.is_null(), 0.0);
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ERR_FAIL_INDEX_V(p_blend_shape, (int)blend_shape_tracks.size(), 0);
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return blend_shape_tracks[p_blend_shape];
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}
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void MeshInstance3D::set_blend_shape_value(int p_blend_shape, float p_value) {
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ERR_FAIL_COND(mesh.is_null());
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ERR_FAIL_INDEX(p_blend_shape, (int)blend_shape_tracks.size());
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blend_shape_tracks[p_blend_shape] = p_value;
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RenderingServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), p_blend_shape, p_value);
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}
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void MeshInstance3D::_resolve_skeleton_path() {
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Ref<SkinReference> new_skin_reference;
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if (!skeleton_path.is_empty()) {
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(get_node(skeleton_path));
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if (skeleton) {
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if (skin_internal.is_null()) {
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new_skin_reference = skeleton->register_skin(skeleton->create_skin_from_rest_transforms());
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//a skin was created for us
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skin_internal = new_skin_reference->get_skin();
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notify_property_list_changed();
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} else {
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new_skin_reference = skeleton->register_skin(skin_internal);
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}
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}
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}
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skin_ref = new_skin_reference;
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if (skin_ref.is_valid()) {
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RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
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} else {
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RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
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}
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}
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void MeshInstance3D::set_skin(const Ref<Skin> &p_skin) {
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skin_internal = p_skin;
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skin = p_skin;
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if (!is_inside_tree()) {
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return;
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}
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_resolve_skeleton_path();
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}
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Ref<Skin> MeshInstance3D::get_skin() const {
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return skin;
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}
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void MeshInstance3D::set_skeleton_path(const NodePath &p_skeleton) {
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skeleton_path = p_skeleton;
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if (!is_inside_tree()) {
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return;
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}
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_resolve_skeleton_path();
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}
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NodePath MeshInstance3D::get_skeleton_path() {
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return skeleton_path;
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}
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AABB MeshInstance3D::get_aabb() const {
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if (!mesh.is_null()) {
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return mesh->get_aabb();
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}
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return AABB();
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}
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Node *MeshInstance3D::create_trimesh_collision_node() {
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if (mesh.is_null()) {
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return nullptr;
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}
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Ref<ConcavePolygonShape3D> shape = mesh->create_trimesh_shape();
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if (shape.is_null()) {
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return nullptr;
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}
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StaticBody3D *static_body = memnew(StaticBody3D);
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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cshape->set_shape(shape);
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static_body->add_child(cshape, true);
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return static_body;
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}
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void MeshInstance3D::create_trimesh_collision() {
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StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_trimesh_collision_node());
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ERR_FAIL_NULL(static_body);
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static_body->set_name(String(get_name()) + "_col");
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add_child(static_body, true);
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if (get_owner()) {
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CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(0));
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static_body->set_owner(get_owner());
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cshape->set_owner(get_owner());
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}
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}
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Node *MeshInstance3D::create_convex_collision_node(bool p_clean, bool p_simplify) {
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if (mesh.is_null()) {
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return nullptr;
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}
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Ref<ConvexPolygonShape3D> shape = mesh->create_convex_shape(p_clean, p_simplify);
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if (shape.is_null()) {
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return nullptr;
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}
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StaticBody3D *static_body = memnew(StaticBody3D);
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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cshape->set_shape(shape);
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static_body->add_child(cshape, true);
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return static_body;
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}
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void MeshInstance3D::create_convex_collision(bool p_clean, bool p_simplify) {
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StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_convex_collision_node(p_clean, p_simplify));
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ERR_FAIL_NULL(static_body);
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static_body->set_name(String(get_name()) + "_col");
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add_child(static_body, true);
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if (get_owner()) {
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CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(0));
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static_body->set_owner(get_owner());
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cshape->set_owner(get_owner());
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}
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}
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Node *MeshInstance3D::create_multiple_convex_collisions_node(const Ref<MeshConvexDecompositionSettings> &p_settings) {
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if (mesh.is_null()) {
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return nullptr;
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}
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Ref<MeshConvexDecompositionSettings> settings;
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if (p_settings.is_valid()) {
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settings = p_settings;
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} else {
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settings.instantiate();
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}
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Vector<Ref<Shape3D>> shapes = mesh->convex_decompose(settings);
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if (!shapes.size()) {
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return nullptr;
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}
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StaticBody3D *static_body = memnew(StaticBody3D);
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for (int i = 0; i < shapes.size(); i++) {
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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cshape->set_shape(shapes[i]);
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static_body->add_child(cshape, true);
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}
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return static_body;
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}
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void MeshInstance3D::create_multiple_convex_collisions(const Ref<MeshConvexDecompositionSettings> &p_settings) {
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StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_multiple_convex_collisions_node(p_settings));
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ERR_FAIL_NULL(static_body);
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static_body->set_name(String(get_name()) + "_col");
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add_child(static_body, true);
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if (get_owner()) {
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static_body->set_owner(get_owner());
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int count = static_body->get_child_count();
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for (int i = 0; i < count; i++) {
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CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(i));
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cshape->set_owner(get_owner());
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}
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}
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}
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void MeshInstance3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_resolve_skeleton_path();
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} break;
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case NOTIFICATION_TRANSLATION_CHANGED: {
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if (mesh.is_valid()) {
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mesh->notification(NOTIFICATION_TRANSLATION_CHANGED);
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}
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} break;
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}
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}
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int MeshInstance3D::get_surface_override_material_count() const {
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return surface_override_materials.size();
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}
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void MeshInstance3D::set_surface_override_material(int p_surface, const Ref<Material> &p_material) {
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ERR_FAIL_INDEX(p_surface, surface_override_materials.size());
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surface_override_materials.write[p_surface] = p_material;
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if (surface_override_materials[p_surface].is_valid()) {
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RS::get_singleton()->instance_set_surface_override_material(get_instance(), p_surface, surface_override_materials[p_surface]->get_rid());
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} else {
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RS::get_singleton()->instance_set_surface_override_material(get_instance(), p_surface, RID());
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}
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}
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Ref<Material> MeshInstance3D::get_surface_override_material(int p_surface) const {
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ERR_FAIL_INDEX_V(p_surface, surface_override_materials.size(), Ref<Material>());
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return surface_override_materials[p_surface];
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}
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Ref<Material> MeshInstance3D::get_active_material(int p_surface) const {
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Ref<Material> mat_override = get_material_override();
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if (mat_override.is_valid()) {
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return mat_override;
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}
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Ref<Material> surface_material = get_surface_override_material(p_surface);
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if (surface_material.is_valid()) {
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return surface_material;
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}
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Ref<Mesh> m = get_mesh();
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if (m.is_valid()) {
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return m->surface_get_material(p_surface);
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}
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return Ref<Material>();
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}
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void MeshInstance3D::_mesh_changed() {
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ERR_FAIL_COND(mesh.is_null());
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surface_override_materials.resize(mesh->get_surface_count());
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uint32_t initialize_bs_from = blend_shape_tracks.size();
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blend_shape_tracks.resize(mesh->get_blend_shape_count());
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for (uint32_t i = 0; i < blend_shape_tracks.size(); i++) {
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blend_shape_properties["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = i;
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if (i < initialize_bs_from) {
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set_blend_shape_value(i, blend_shape_tracks[i]);
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} else {
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set_blend_shape_value(i, 0);
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}
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}
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int surface_count = mesh->get_surface_count();
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for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
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if (surface_override_materials[surface_index].is_valid()) {
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RS::get_singleton()->instance_set_surface_override_material(get_instance(), surface_index, surface_override_materials[surface_index]->get_rid());
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}
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}
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update_gizmos();
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}
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MeshInstance3D *MeshInstance3D::create_debug_tangents_node() {
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Vector<Vector3> lines;
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Vector<Color> colors;
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Ref<Mesh> m = get_mesh();
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if (!m.is_valid()) {
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return nullptr;
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}
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for (int i = 0; i < m->get_surface_count(); i++) {
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Array arrays = m->surface_get_arrays(i);
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ERR_CONTINUE(arrays.size() != Mesh::ARRAY_MAX);
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Vector<Vector3> verts = arrays[Mesh::ARRAY_VERTEX];
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Vector<Vector3> norms = arrays[Mesh::ARRAY_NORMAL];
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if (norms.size() == 0) {
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continue;
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}
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Vector<float> tangents = arrays[Mesh::ARRAY_TANGENT];
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if (tangents.size() == 0) {
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continue;
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}
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for (int j = 0; j < verts.size(); j++) {
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Vector3 v = verts[j];
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Vector3 n = norms[j];
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Vector3 t = Vector3(tangents[j * 4 + 0], tangents[j * 4 + 1], tangents[j * 4 + 2]);
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Vector3 b = (n.cross(t)).normalized() * tangents[j * 4 + 3];
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lines.push_back(v); //normal
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colors.push_back(Color(0, 0, 1)); //color
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lines.push_back(v + n * 0.04); //normal
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colors.push_back(Color(0, 0, 1)); //color
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lines.push_back(v); //tangent
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colors.push_back(Color(1, 0, 0)); //color
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lines.push_back(v + t * 0.04); //tangent
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colors.push_back(Color(1, 0, 0)); //color
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lines.push_back(v); //binormal
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colors.push_back(Color(0, 1, 0)); //color
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lines.push_back(v + b * 0.04); //binormal
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colors.push_back(Color(0, 1, 0)); //color
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}
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}
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if (lines.size()) {
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Ref<StandardMaterial3D> sm;
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sm.instantiate();
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sm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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sm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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sm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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sm->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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Ref<ArrayMesh> am;
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am.instantiate();
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Array a;
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a.resize(Mesh::ARRAY_MAX);
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a[Mesh::ARRAY_VERTEX] = lines;
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a[Mesh::ARRAY_COLOR] = colors;
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am->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
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am->surface_set_material(0, sm);
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MeshInstance3D *mi = memnew(MeshInstance3D);
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mi->set_mesh(am);
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mi->set_name("DebugTangents");
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return mi;
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}
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return nullptr;
|
|
}
|
|
|
|
void MeshInstance3D::create_debug_tangents() {
|
|
MeshInstance3D *mi = create_debug_tangents_node();
|
|
if (!mi) {
|
|
return;
|
|
}
|
|
|
|
add_child(mi, true);
|
|
if (is_inside_tree() && this == get_tree()->get_edited_scene_root()) {
|
|
mi->set_owner(this);
|
|
} else {
|
|
mi->set_owner(get_owner());
|
|
}
|
|
}
|
|
|
|
void MeshInstance3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh);
|
|
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh);
|
|
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance3D::set_skeleton_path);
|
|
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance3D::get_skeleton_path);
|
|
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance3D::set_skin);
|
|
ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance3D::get_skin);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_surface_override_material_count"), &MeshInstance3D::get_surface_override_material_count);
|
|
ClassDB::bind_method(D_METHOD("set_surface_override_material", "surface", "material"), &MeshInstance3D::set_surface_override_material);
|
|
ClassDB::bind_method(D_METHOD("get_surface_override_material", "surface"), &MeshInstance3D::get_surface_override_material);
|
|
ClassDB::bind_method(D_METHOD("get_active_material", "surface"), &MeshInstance3D::get_active_material);
|
|
|
|
ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance3D::create_trimesh_collision);
|
|
ClassDB::set_method_flags("MeshInstance3D", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
|
|
ClassDB::bind_method(D_METHOD("create_convex_collision", "clean", "simplify"), &MeshInstance3D::create_convex_collision, DEFVAL(true), DEFVAL(false));
|
|
ClassDB::set_method_flags("MeshInstance3D", "create_convex_collision", METHOD_FLAGS_DEFAULT);
|
|
ClassDB::bind_method(D_METHOD("create_multiple_convex_collisions", "settings"), &MeshInstance3D::create_multiple_convex_collisions, DEFVAL(Ref<MeshConvexDecompositionSettings>()));
|
|
ClassDB::set_method_flags("MeshInstance3D", "create_multiple_convex_collisions", METHOD_FLAGS_DEFAULT);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &MeshInstance3D::get_blend_shape_count);
|
|
ClassDB::bind_method(D_METHOD("find_blend_shape_by_name", "name"), &MeshInstance3D::find_blend_shape_by_name);
|
|
ClassDB::bind_method(D_METHOD("get_blend_shape_value", "blend_shape_idx"), &MeshInstance3D::get_blend_shape_value);
|
|
ClassDB::bind_method(D_METHOD("set_blend_shape_value", "blend_shape_idx", "value"), &MeshInstance3D::set_blend_shape_value);
|
|
|
|
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
|
|
ADD_GROUP("Skeleton", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_skeleton_path", "get_skeleton_path");
|
|
ADD_GROUP("", "");
|
|
}
|
|
|
|
MeshInstance3D::MeshInstance3D() {
|
|
}
|
|
|
|
MeshInstance3D::~MeshInstance3D() {
|
|
}
|