godot/scene/3d/mesh_instance_3d.h
PouleyKetchoupp 1de995ae99 Options to clean/simplify convex hull generated from mesh
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.
2021-07-07 12:14:12 -07:00

102 lines
4.1 KiB
C++

/*************************************************************************/
/* mesh_instance_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef MESH_INSTANCE_H
#define MESH_INSTANCE_H
#include "scene/3d/skeleton_3d.h"
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/mesh.h"
#include "scene/resources/skin.h"
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("..");
struct BlendShapeTrack {
int idx = 0;
float value = 0.0;
};
Map<StringName, BlendShapeTrack> blend_shape_tracks;
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;
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_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();
void create_debug_tangents();
virtual AABB get_aabb() const override;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
MeshInstance3D();
~MeshInstance3D();
};
#endif