91 lines
3.4 KiB
C++
91 lines
3.4 KiB
C++
/*************************************************************************/
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/* mesh_instance.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef MESH_INSTANCE_H
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#define MESH_INSTANCE_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/mesh.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class MeshInstance : public GeometryInstance {
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OBJ_TYPE( MeshInstance, GeometryInstance );
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Ref<Mesh> mesh;
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NodePath skeleton_path;
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struct MorphTrack {
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int idx;
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float value;
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MorphTrack() { idx=0; value=0; }
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};
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Map<StringName,MorphTrack> morph_tracks;
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Vector<Ref<Material> > materials;
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void _mesh_changed();
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void _resolve_skeleton_path();
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_mesh(const Ref<Mesh>& p_mesh);
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Ref<Mesh> get_mesh() const;
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void set_skeleton_path(const NodePath& p_skeleton);
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NodePath get_skeleton_path();
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void set_surface_material(int p_surface,const Ref<Material>& p_material);
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Ref<Material> get_surface_material(int p_surface) const;
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Node* create_trimesh_collision_node();
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void create_trimesh_collision();
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Node* create_convex_collision_node();
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void create_convex_collision();
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virtual AABB get_aabb() const;
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virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
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MeshInstance();
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~MeshInstance();
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};
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#endif
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