mesh_instance_3d.h 5.3 KB

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  1. /**************************************************************************/
  2. /* mesh_instance_3d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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_3D_H
  31. #define MESH_INSTANCE_3D_H
  32. #include "core/templates/local_vector.h"
  33. #include "scene/3d/visual_instance_3d.h"
  34. class NavigationMesh;
  35. class NavigationMeshSourceGeometryData3D;
  36. class Skin;
  37. class SkinReference;
  38. class MeshInstance3D : public GeometryInstance3D {
  39. GDCLASS(MeshInstance3D, GeometryInstance3D);
  40. protected:
  41. Ref<Mesh> mesh;
  42. Ref<Skin> skin;
  43. Ref<Skin> skin_internal;
  44. Ref<SkinReference> skin_ref;
  45. NodePath skeleton_path = NodePath("..");
  46. LocalVector<float> blend_shape_tracks;
  47. HashMap<StringName, int> blend_shape_properties;
  48. Vector<Ref<Material>> surface_override_materials;
  49. void _mesh_changed();
  50. void _resolve_skeleton_path();
  51. protected:
  52. bool _set(const StringName &p_name, const Variant &p_value);
  53. bool _get(const StringName &p_name, Variant &r_ret) const;
  54. void _get_property_list(List<PropertyInfo> *p_list) const;
  55. bool surface_index_0 = false;
  56. void _notification(int p_what);
  57. static void _bind_methods();
  58. bool _property_can_revert(const StringName &p_name) const;
  59. bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
  60. public:
  61. void set_mesh(const Ref<Mesh> &p_mesh);
  62. Ref<Mesh> get_mesh() const;
  63. void set_skin(const Ref<Skin> &p_skin);
  64. Ref<Skin> get_skin() const;
  65. void set_skeleton_path(const NodePath &p_skeleton);
  66. NodePath get_skeleton_path();
  67. Ref<SkinReference> get_skin_reference() const;
  68. int get_blend_shape_count() const;
  69. int find_blend_shape_by_name(const StringName &p_name);
  70. float get_blend_shape_value(int p_blend_shape) const;
  71. void set_blend_shape_value(int p_blend_shape, float p_value);
  72. int get_surface_override_material_count() const;
  73. void set_surface_override_material(int p_surface, const Ref<Material> &p_material);
  74. Ref<Material> get_surface_override_material(int p_surface) const;
  75. Ref<Material> get_active_material(int p_surface) const;
  76. Node *create_trimesh_collision_node();
  77. void create_trimesh_collision();
  78. Node *create_convex_collision_node(bool p_clean = true, bool p_simplify = false);
  79. void create_convex_collision(bool p_clean = true, bool p_simplify = false);
  80. Node *create_multiple_convex_collisions_node(const Ref<MeshConvexDecompositionSettings> &p_settings = Ref<MeshConvexDecompositionSettings>());
  81. void create_multiple_convex_collisions(const Ref<MeshConvexDecompositionSettings> &p_settings = Ref<MeshConvexDecompositionSettings>());
  82. MeshInstance3D *create_debug_tangents_node();
  83. void create_debug_tangents();
  84. virtual AABB get_aabb() const override;
  85. Ref<ArrayMesh> bake_mesh_from_current_blend_shape_mix(Ref<ArrayMesh> p_existing = Ref<ArrayMesh>());
  86. Ref<ArrayMesh> bake_mesh_from_current_skeleton_pose(Ref<ArrayMesh> p_existing = Ref<ArrayMesh>());
  87. virtual Ref<TriangleMesh> generate_triangle_mesh() const override;
  88. private:
  89. static Callable _navmesh_source_geometry_parsing_callback;
  90. static RID _navmesh_source_geometry_parser;
  91. public:
  92. static void navmesh_parse_init();
  93. static void navmesh_parse_source_geometry(const Ref<NavigationMesh> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry_data, Node *p_node);
  94. MeshInstance3D();
  95. ~MeshInstance3D();
  96. };
  97. #endif // MESH_INSTANCE_3D_H