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1de995ae99
Clean: remove duplicate and interior vertices (uses Bullet algorithm) Simplify: modify the geometry for further simplification (uses VHACD algorithm) In the editor, single convex hull now uses the clean option. Added a new editor entry to create a simplified convex hull, can be useful for creating convex hull from highly tessellated triangle meshes.
102 lines
4.1 KiB
C++
102 lines
4.1 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 = NodePath("..");
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struct BlendShapeTrack {
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int idx = 0;
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float value = 0.0;
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};
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Map<StringName, BlendShapeTrack> blend_shape_tracks;
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Vector<Ref<Material>> surface_override_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_override_material_count() const;
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void set_surface_override_material(int p_surface, const Ref<Material> &p_material);
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Ref<Material> get_surface_override_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(bool p_clean = true, bool p_simplify = false);
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void create_convex_collision(bool p_clean = true, bool p_simplify = false);
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Node *create_multiple_convex_collisions_node();
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void create_multiple_convex_collisions();
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void create_debug_tangents();
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virtual AABB get_aabb() const override;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
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MeshInstance3D();
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~MeshInstance3D();
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};
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#endif
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