mesh_instance.h 3.6 KB

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  1. /*************************************************************************/
  2. /* mesh_instance.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef MESH_INSTANCE_H
  31. #define MESH_INSTANCE_H
  32. #include "scene/3d/visual_instance.h"
  33. #include "scene/resources/mesh.h"
  34. /**
  35. @author Juan Linietsky <reduzio@gmail.com>
  36. */
  37. class MeshInstance : public GeometryInstance {
  38. GDCLASS(MeshInstance, GeometryInstance);
  39. protected:
  40. Ref<Mesh> mesh;
  41. NodePath skeleton_path;
  42. struct BlendShapeTrack {
  43. int idx;
  44. float value;
  45. BlendShapeTrack() {
  46. idx = 0;
  47. value = 0;
  48. }
  49. };
  50. Map<StringName, BlendShapeTrack> blend_shape_tracks;
  51. Vector<Ref<Material> > materials;
  52. void _mesh_changed();
  53. void _resolve_skeleton_path();
  54. protected:
  55. bool _set(const StringName &p_name, const Variant &p_value);
  56. bool _get(const StringName &p_name, Variant &r_ret) const;
  57. void _get_property_list(List<PropertyInfo> *p_list) const;
  58. void _notification(int p_what);
  59. static void _bind_methods();
  60. public:
  61. void set_mesh(const Ref<Mesh> &p_mesh);
  62. Ref<Mesh> get_mesh() const;
  63. void set_skeleton_path(const NodePath &p_skeleton);
  64. NodePath get_skeleton_path();
  65. int get_surface_material_count() const;
  66. void set_surface_material(int p_surface, const Ref<Material> &p_material);
  67. Ref<Material> get_surface_material(int p_surface) const;
  68. Node *create_trimesh_collision_node();
  69. void create_trimesh_collision();
  70. Node *create_convex_collision_node();
  71. void create_convex_collision();
  72. void create_debug_tangents();
  73. virtual AABB get_aabb() const;
  74. virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
  75. MeshInstance();
  76. ~MeshInstance();
  77. };
  78. #endif