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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
103 lines
3.8 KiB
C++
103 lines
3.8 KiB
C++
/*************************************************************************/
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/* mesh_instance_3d.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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/skeleton_3d.h"
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/skin.h"
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class MeshInstance3D : public GeometryInstance3D {
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GDCLASS(MeshInstance3D, GeometryInstance3D);
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protected:
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Ref<Mesh> mesh;
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Ref<Skin> skin;
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Ref<Skin> skin_internal;
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Ref<SkinReference> skin_ref;
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NodePath skeleton_path;
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struct BlendShapeTrack {
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int idx;
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float value;
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BlendShapeTrack() {
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idx = 0;
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value = 0;
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}
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};
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Map<StringName, BlendShapeTrack> blend_shape_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_skin(const Ref<Skin> &p_skin);
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Ref<Skin> get_skin() 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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int get_surface_material_count() const;
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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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Ref<Material> get_active_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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void create_debug_tangents();
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virtual AABB get_aabb() const;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const;
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MeshInstance3D();
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~MeshInstance3D();
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};
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#endif
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