godot/scene/3d/mesh_instance_3d.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

104 lines
4.3 KiB
C++

/**************************************************************************/
/* mesh_instance_3d.h */
/**************************************************************************/
/* 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
#include "core/templates/local_vector.h"
#include "scene/3d/visual_instance_3d.h"
class Skin;
class SkinReference;
class MeshInstance3D : public GeometryInstance3D {
GDCLASS(MeshInstance3D, GeometryInstance3D);
protected:
Ref<Mesh> mesh;
Ref<Skin> skin;
Ref<Skin> skin_internal;
Ref<SkinReference> skin_ref;
NodePath skeleton_path = NodePath("..");
LocalVector<float> blend_shape_tracks;
HashMap<StringName, int> blend_shape_properties;
Vector<Ref<Material>> surface_override_materials;
void _mesh_changed();
void _resolve_skeleton_path();
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;
void _notification(int p_what);
static void _bind_methods();
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();
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;
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);
Node *create_multiple_convex_collisions_node();
void create_multiple_convex_collisions();
MeshInstance3D *create_debug_tangents_node();
void create_debug_tangents();
virtual AABB get_aabb() const override;
MeshInstance3D();
~MeshInstance3D();
};
#endif // MESH_INSTANCE_3D_H