mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 05:31:01 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			882 lines
		
	
	
	
		
			33 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			882 lines
		
	
	
	
		
			33 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
 | |
| /*  mesh_instance_3d.cpp                                                  */
 | |
| /**************************************************************************/
 | |
| /*                         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.                 */
 | |
| /**************************************************************************/
 | |
| 
 | |
| #include "mesh_instance_3d.h"
 | |
| 
 | |
| #include "scene/3d/physics/collision_shape_3d.h"
 | |
| #include "scene/3d/physics/static_body_3d.h"
 | |
| #include "scene/3d/skeleton_3d.h"
 | |
| #include "scene/resources/3d/concave_polygon_shape_3d.h"
 | |
| #include "scene/resources/3d/convex_polygon_shape_3d.h"
 | |
| 
 | |
| bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) {
 | |
| 	//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
 | |
| 	//add to it that it's probably found on first call to _set anyway.
 | |
| 
 | |
| 	if (!get_instance().is_valid()) {
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	HashMap<StringName, int>::Iterator E = blend_shape_properties.find(p_name);
 | |
| 	if (E) {
 | |
| 		set_blend_shape_value(E->value, p_value);
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	if (p_name.operator String().begins_with("surface_material_override/")) {
 | |
| 		int idx = p_name.operator String().get_slicec('/', 1).to_int();
 | |
| 
 | |
| 		if (idx >= surface_override_materials.size() || idx < 0) {
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| 		set_surface_override_material(idx, p_value);
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| bool MeshInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
 | |
| 	if (!get_instance().is_valid()) {
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	HashMap<StringName, int>::ConstIterator E = blend_shape_properties.find(p_name);
 | |
| 	if (E) {
 | |
| 		r_ret = get_blend_shape_value(E->value);
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	if (p_name.operator String().begins_with("surface_material_override/")) {
 | |
| 		int idx = p_name.operator String().get_slicec('/', 1).to_int();
 | |
| 		if (idx >= surface_override_materials.size() || idx < 0) {
 | |
| 			return false;
 | |
| 		}
 | |
| 		r_ret = surface_override_materials[idx];
 | |
| 		return true;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
 | |
| 	List<String> ls;
 | |
| 	for (const KeyValue<StringName, int> &E : blend_shape_properties) {
 | |
| 		ls.push_back(E.key);
 | |
| 	}
 | |
| 
 | |
| 	ls.sort();
 | |
| 
 | |
| 	for (const String &E : ls) {
 | |
| 		p_list->push_back(PropertyInfo(Variant::FLOAT, E, PROPERTY_HINT_RANGE, "-1,1,0.00001"));
 | |
| 	}
 | |
| 
 | |
| 	if (mesh.is_valid()) {
 | |
| 		for (int i = 0; i < mesh->get_surface_count(); i++) {
 | |
| 			p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("%s/%d", PNAME("surface_material_override"), i), PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT));
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::set_mesh(const Ref<Mesh> &p_mesh) {
 | |
| 	if (mesh == p_mesh) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (mesh.is_valid()) {
 | |
| 		mesh->disconnect_changed(callable_mp(this, &MeshInstance3D::_mesh_changed));
 | |
| 	}
 | |
| 
 | |
| 	mesh = p_mesh;
 | |
| 
 | |
| 	if (mesh.is_valid()) {
 | |
| 		// If mesh is a PrimitiveMesh, calling get_rid on it can trigger a changed callback
 | |
| 		// so do this before connecting _mesh_changed.
 | |
| 		set_base(mesh->get_rid());
 | |
| 		mesh->connect_changed(callable_mp(this, &MeshInstance3D::_mesh_changed));
 | |
| 		_mesh_changed();
 | |
| 	} else {
 | |
| 		blend_shape_tracks.clear();
 | |
| 		blend_shape_properties.clear();
 | |
| 		set_base(RID());
 | |
| 		update_gizmos();
 | |
| 	}
 | |
| 
 | |
| 	notify_property_list_changed();
 | |
| }
 | |
| 
 | |
| Ref<Mesh> MeshInstance3D::get_mesh() const {
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| int MeshInstance3D::get_blend_shape_count() const {
 | |
| 	if (mesh.is_null()) {
 | |
| 		return 0;
 | |
| 	}
 | |
| 	return mesh->get_blend_shape_count();
 | |
| }
 | |
| int MeshInstance3D::find_blend_shape_by_name(const StringName &p_name) {
 | |
| 	if (mesh.is_null()) {
 | |
| 		return -1;
 | |
| 	}
 | |
| 	for (int i = 0; i < mesh->get_blend_shape_count(); i++) {
 | |
| 		if (mesh->get_blend_shape_name(i) == p_name) {
 | |
| 			return i;
 | |
| 		}
 | |
| 	}
 | |
| 	return -1;
 | |
| }
 | |
| float MeshInstance3D::get_blend_shape_value(int p_blend_shape) const {
 | |
| 	ERR_FAIL_COND_V(mesh.is_null(), 0.0);
 | |
| 	ERR_FAIL_INDEX_V(p_blend_shape, (int)blend_shape_tracks.size(), 0);
 | |
| 	return blend_shape_tracks[p_blend_shape];
 | |
| }
 | |
| void MeshInstance3D::set_blend_shape_value(int p_blend_shape, float p_value) {
 | |
| 	ERR_FAIL_COND(mesh.is_null());
 | |
| 	ERR_FAIL_INDEX(p_blend_shape, (int)blend_shape_tracks.size());
 | |
| 	blend_shape_tracks[p_blend_shape] = p_value;
 | |
| 	RenderingServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), p_blend_shape, p_value);
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::_resolve_skeleton_path() {
 | |
| 	Ref<SkinReference> new_skin_reference;
 | |
| 
 | |
| 	if (!skeleton_path.is_empty()) {
 | |
| 		Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(get_node(skeleton_path));
 | |
| 		if (skeleton) {
 | |
| 			if (skin_internal.is_null()) {
 | |
| 				new_skin_reference = skeleton->register_skin(skeleton->create_skin_from_rest_transforms());
 | |
| 				//a skin was created for us
 | |
| 				skin_internal = new_skin_reference->get_skin();
 | |
| 				notify_property_list_changed();
 | |
| 			} else {
 | |
| 				new_skin_reference = skeleton->register_skin(skin_internal);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	skin_ref = new_skin_reference;
 | |
| 
 | |
| 	if (skin_ref.is_valid()) {
 | |
| 		RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
 | |
| 	} else {
 | |
| 		RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::set_skin(const Ref<Skin> &p_skin) {
 | |
| 	skin_internal = p_skin;
 | |
| 	skin = p_skin;
 | |
| 	if (!is_inside_tree()) {
 | |
| 		return;
 | |
| 	}
 | |
| 	_resolve_skeleton_path();
 | |
| }
 | |
| 
 | |
| Ref<Skin> MeshInstance3D::get_skin() const {
 | |
| 	return skin;
 | |
| }
 | |
| 
 | |
| Ref<SkinReference> MeshInstance3D::get_skin_reference() const {
 | |
| 	return skin_ref;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::set_skeleton_path(const NodePath &p_skeleton) {
 | |
| 	skeleton_path = p_skeleton;
 | |
| 	if (!is_inside_tree()) {
 | |
| 		return;
 | |
| 	}
 | |
| 	_resolve_skeleton_path();
 | |
| }
 | |
| 
 | |
| NodePath MeshInstance3D::get_skeleton_path() {
 | |
| 	return skeleton_path;
 | |
| }
 | |
| 
 | |
| AABB MeshInstance3D::get_aabb() const {
 | |
| 	if (!mesh.is_null()) {
 | |
| 		return mesh->get_aabb();
 | |
| 	}
 | |
| 
 | |
| 	return AABB();
 | |
| }
 | |
| 
 | |
| Node *MeshInstance3D::create_trimesh_collision_node() {
 | |
| 	if (mesh.is_null()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	Ref<ConcavePolygonShape3D> shape = mesh->create_trimesh_shape();
 | |
| 	if (shape.is_null()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	StaticBody3D *static_body = memnew(StaticBody3D);
 | |
| 	CollisionShape3D *cshape = memnew(CollisionShape3D);
 | |
| 	cshape->set_shape(shape);
 | |
| 	static_body->add_child(cshape, true);
 | |
| 	return static_body;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::create_trimesh_collision() {
 | |
| 	StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_trimesh_collision_node());
 | |
| 	ERR_FAIL_NULL(static_body);
 | |
| 	static_body->set_name(String(get_name()) + "_col");
 | |
| 
 | |
| 	add_child(static_body, true);
 | |
| 	if (get_owner()) {
 | |
| 		CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(0));
 | |
| 		static_body->set_owner(get_owner());
 | |
| 		cshape->set_owner(get_owner());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| Node *MeshInstance3D::create_convex_collision_node(bool p_clean, bool p_simplify) {
 | |
| 	if (mesh.is_null()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	Ref<ConvexPolygonShape3D> shape = mesh->create_convex_shape(p_clean, p_simplify);
 | |
| 	if (shape.is_null()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	StaticBody3D *static_body = memnew(StaticBody3D);
 | |
| 	CollisionShape3D *cshape = memnew(CollisionShape3D);
 | |
| 	cshape->set_shape(shape);
 | |
| 	static_body->add_child(cshape, true);
 | |
| 	return static_body;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::create_convex_collision(bool p_clean, bool p_simplify) {
 | |
| 	StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_convex_collision_node(p_clean, p_simplify));
 | |
| 	ERR_FAIL_NULL(static_body);
 | |
| 	static_body->set_name(String(get_name()) + "_col");
 | |
| 
 | |
| 	add_child(static_body, true);
 | |
| 	if (get_owner()) {
 | |
| 		CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(0));
 | |
| 		static_body->set_owner(get_owner());
 | |
| 		cshape->set_owner(get_owner());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| Node *MeshInstance3D::create_multiple_convex_collisions_node(const Ref<MeshConvexDecompositionSettings> &p_settings) {
 | |
| 	if (mesh.is_null()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	Ref<MeshConvexDecompositionSettings> settings;
 | |
| 	if (p_settings.is_valid()) {
 | |
| 		settings = p_settings;
 | |
| 	} else {
 | |
| 		settings.instantiate();
 | |
| 	}
 | |
| 
 | |
| 	Vector<Ref<Shape3D>> shapes = mesh->convex_decompose(settings);
 | |
| 	if (!shapes.size()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	StaticBody3D *static_body = memnew(StaticBody3D);
 | |
| 	for (int i = 0; i < shapes.size(); i++) {
 | |
| 		CollisionShape3D *cshape = memnew(CollisionShape3D);
 | |
| 		cshape->set_shape(shapes[i]);
 | |
| 		static_body->add_child(cshape, true);
 | |
| 	}
 | |
| 	return static_body;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::create_multiple_convex_collisions(const Ref<MeshConvexDecompositionSettings> &p_settings) {
 | |
| 	StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_multiple_convex_collisions_node(p_settings));
 | |
| 	ERR_FAIL_NULL(static_body);
 | |
| 	static_body->set_name(String(get_name()) + "_col");
 | |
| 
 | |
| 	add_child(static_body, true);
 | |
| 	if (get_owner()) {
 | |
| 		static_body->set_owner(get_owner());
 | |
| 		int count = static_body->get_child_count();
 | |
| 		for (int i = 0; i < count; i++) {
 | |
| 			CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(i));
 | |
| 			cshape->set_owner(get_owner());
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::_notification(int p_what) {
 | |
| 	switch (p_what) {
 | |
| 		case NOTIFICATION_ENTER_TREE: {
 | |
| 			_resolve_skeleton_path();
 | |
| 		} break;
 | |
| 		case NOTIFICATION_TRANSLATION_CHANGED: {
 | |
| 			if (mesh.is_valid()) {
 | |
| 				mesh->notification(NOTIFICATION_TRANSLATION_CHANGED);
 | |
| 			}
 | |
| 		} break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int MeshInstance3D::get_surface_override_material_count() const {
 | |
| 	return surface_override_materials.size();
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::set_surface_override_material(int p_surface, const Ref<Material> &p_material) {
 | |
| 	ERR_FAIL_INDEX(p_surface, surface_override_materials.size());
 | |
| 
 | |
| 	surface_override_materials.write[p_surface] = p_material;
 | |
| 
 | |
| 	if (surface_override_materials[p_surface].is_valid()) {
 | |
| 		RS::get_singleton()->instance_set_surface_override_material(get_instance(), p_surface, surface_override_materials[p_surface]->get_rid());
 | |
| 	} else {
 | |
| 		RS::get_singleton()->instance_set_surface_override_material(get_instance(), p_surface, RID());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| Ref<Material> MeshInstance3D::get_surface_override_material(int p_surface) const {
 | |
| 	ERR_FAIL_INDEX_V(p_surface, surface_override_materials.size(), Ref<Material>());
 | |
| 
 | |
| 	return surface_override_materials[p_surface];
 | |
| }
 | |
| 
 | |
| Ref<Material> MeshInstance3D::get_active_material(int p_surface) const {
 | |
| 	Ref<Material> mat_override = get_material_override();
 | |
| 	if (mat_override.is_valid()) {
 | |
| 		return mat_override;
 | |
| 	}
 | |
| 
 | |
| 	Ref<Material> surface_material = get_surface_override_material(p_surface);
 | |
| 	if (surface_material.is_valid()) {
 | |
| 		return surface_material;
 | |
| 	}
 | |
| 
 | |
| 	Ref<Mesh> m = get_mesh();
 | |
| 	if (m.is_valid()) {
 | |
| 		return m->surface_get_material(p_surface);
 | |
| 	}
 | |
| 
 | |
| 	return Ref<Material>();
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::_mesh_changed() {
 | |
| 	ERR_FAIL_COND(mesh.is_null());
 | |
| 	surface_override_materials.resize(mesh->get_surface_count());
 | |
| 
 | |
| 	uint32_t initialize_bs_from = blend_shape_tracks.size();
 | |
| 	blend_shape_tracks.resize(mesh->get_blend_shape_count());
 | |
| 
 | |
| 	for (uint32_t i = 0; i < blend_shape_tracks.size(); i++) {
 | |
| 		blend_shape_properties["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = i;
 | |
| 		if (i < initialize_bs_from) {
 | |
| 			set_blend_shape_value(i, blend_shape_tracks[i]);
 | |
| 		} else {
 | |
| 			set_blend_shape_value(i, 0);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	int surface_count = mesh->get_surface_count();
 | |
| 	for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
 | |
| 		if (surface_override_materials[surface_index].is_valid()) {
 | |
| 			RS::get_singleton()->instance_set_surface_override_material(get_instance(), surface_index, surface_override_materials[surface_index]->get_rid());
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	update_gizmos();
 | |
| }
 | |
| 
 | |
| MeshInstance3D *MeshInstance3D::create_debug_tangents_node() {
 | |
| 	Vector<Vector3> lines;
 | |
| 	Vector<Color> colors;
 | |
| 
 | |
| 	Ref<Mesh> m = get_mesh();
 | |
| 	if (!m.is_valid()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	for (int i = 0; i < m->get_surface_count(); i++) {
 | |
| 		Array arrays = m->surface_get_arrays(i);
 | |
| 		ERR_CONTINUE(arrays.size() != Mesh::ARRAY_MAX);
 | |
| 
 | |
| 		Vector<Vector3> verts = arrays[Mesh::ARRAY_VERTEX];
 | |
| 		Vector<Vector3> norms = arrays[Mesh::ARRAY_NORMAL];
 | |
| 		if (norms.size() == 0) {
 | |
| 			continue;
 | |
| 		}
 | |
| 		Vector<float> tangents = arrays[Mesh::ARRAY_TANGENT];
 | |
| 		if (tangents.size() == 0) {
 | |
| 			continue;
 | |
| 		}
 | |
| 
 | |
| 		for (int j = 0; j < verts.size(); j++) {
 | |
| 			Vector3 v = verts[j];
 | |
| 			Vector3 n = norms[j];
 | |
| 			Vector3 t = Vector3(tangents[j * 4 + 0], tangents[j * 4 + 1], tangents[j * 4 + 2]);
 | |
| 			Vector3 b = (n.cross(t)).normalized() * tangents[j * 4 + 3];
 | |
| 
 | |
| 			lines.push_back(v); //normal
 | |
| 			colors.push_back(Color(0, 0, 1)); //color
 | |
| 			lines.push_back(v + n * 0.04); //normal
 | |
| 			colors.push_back(Color(0, 0, 1)); //color
 | |
| 
 | |
| 			lines.push_back(v); //tangent
 | |
| 			colors.push_back(Color(1, 0, 0)); //color
 | |
| 			lines.push_back(v + t * 0.04); //tangent
 | |
| 			colors.push_back(Color(1, 0, 0)); //color
 | |
| 
 | |
| 			lines.push_back(v); //binormal
 | |
| 			colors.push_back(Color(0, 1, 0)); //color
 | |
| 			lines.push_back(v + b * 0.04); //binormal
 | |
| 			colors.push_back(Color(0, 1, 0)); //color
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (lines.size()) {
 | |
| 		Ref<StandardMaterial3D> sm;
 | |
| 		sm.instantiate();
 | |
| 
 | |
| 		sm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 | |
| 		sm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 | |
| 		sm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 | |
| 		sm->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 | |
| 
 | |
| 		Ref<ArrayMesh> am;
 | |
| 		am.instantiate();
 | |
| 		Array a;
 | |
| 		a.resize(Mesh::ARRAY_MAX);
 | |
| 		a[Mesh::ARRAY_VERTEX] = lines;
 | |
| 		a[Mesh::ARRAY_COLOR] = colors;
 | |
| 
 | |
| 		am->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
 | |
| 		am->surface_set_material(0, sm);
 | |
| 
 | |
| 		MeshInstance3D *mi = memnew(MeshInstance3D);
 | |
| 		mi->set_mesh(am);
 | |
| 		mi->set_name("DebugTangents");
 | |
| 		return mi;
 | |
| 	}
 | |
| 
 | |
| 	return nullptr;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::create_debug_tangents() {
 | |
| 	MeshInstance3D *mi = create_debug_tangents_node();
 | |
| 	if (!mi) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	add_child(mi, true);
 | |
| 	if (is_inside_tree() && this == get_tree()->get_edited_scene_root()) {
 | |
| 		mi->set_owner(this);
 | |
| 	} else {
 | |
| 		mi->set_owner(get_owner());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool MeshInstance3D::_property_can_revert(const StringName &p_name) const {
 | |
| 	HashMap<StringName, int>::ConstIterator E = blend_shape_properties.find(p_name);
 | |
| 	if (E) {
 | |
| 		return true;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| bool MeshInstance3D::_property_get_revert(const StringName &p_name, Variant &r_property) const {
 | |
| 	HashMap<StringName, int>::ConstIterator E = blend_shape_properties.find(p_name);
 | |
| 	if (E) {
 | |
| 		r_property = 0.0f;
 | |
| 		return true;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| Ref<ArrayMesh> MeshInstance3D::bake_mesh_from_current_blend_shape_mix(Ref<ArrayMesh> p_existing) {
 | |
| 	Ref<ArrayMesh> source_mesh = get_mesh();
 | |
| 	ERR_FAIL_COND_V_MSG(source_mesh.is_null(), Ref<ArrayMesh>(), "The source mesh must be a valid ArrayMesh.");
 | |
| 
 | |
| 	Ref<ArrayMesh> bake_mesh;
 | |
| 
 | |
| 	if (p_existing.is_valid()) {
 | |
| 		ERR_FAIL_COND_V_MSG(p_existing.is_null(), Ref<ArrayMesh>(), "The existing mesh must be a valid ArrayMesh.");
 | |
| 		ERR_FAIL_COND_V_MSG(source_mesh == p_existing, Ref<ArrayMesh>(), "The source mesh can not be the same mesh as the existing mesh.");
 | |
| 
 | |
| 		bake_mesh = p_existing;
 | |
| 	} else {
 | |
| 		bake_mesh.instantiate();
 | |
| 	}
 | |
| 
 | |
| 	Mesh::BlendShapeMode blend_shape_mode = source_mesh->get_blend_shape_mode();
 | |
| 	int mesh_surface_count = source_mesh->get_surface_count();
 | |
| 
 | |
| 	bake_mesh->clear_surfaces();
 | |
| 	bake_mesh->set_blend_shape_mode(blend_shape_mode);
 | |
| 
 | |
| 	for (int surface_index = 0; surface_index < mesh_surface_count; surface_index++) {
 | |
| 		uint32_t surface_format = source_mesh->surface_get_format(surface_index);
 | |
| 
 | |
| 		ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_VERTEX));
 | |
| 
 | |
| 		const Array &source_mesh_arrays = source_mesh->surface_get_arrays(surface_index);
 | |
| 
 | |
| 		ERR_FAIL_COND_V(source_mesh_arrays.size() != RS::ARRAY_MAX, Ref<ArrayMesh>());
 | |
| 
 | |
| 		const Vector<Vector3> &source_mesh_vertex_array = source_mesh_arrays[Mesh::ARRAY_VERTEX];
 | |
| 		const Vector<Vector3> &source_mesh_normal_array = source_mesh_arrays[Mesh::ARRAY_NORMAL];
 | |
| 		const Vector<float> &source_mesh_tangent_array = source_mesh_arrays[Mesh::ARRAY_TANGENT];
 | |
| 
 | |
| 		Array new_mesh_arrays;
 | |
| 		new_mesh_arrays.resize(Mesh::ARRAY_MAX);
 | |
| 		for (int i = 0; i < source_mesh_arrays.size(); i++) {
 | |
| 			if (i == Mesh::ARRAY_VERTEX || i == Mesh::ARRAY_NORMAL || i == Mesh::ARRAY_TANGENT) {
 | |
| 				continue;
 | |
| 			}
 | |
| 			new_mesh_arrays[i] = source_mesh_arrays[i];
 | |
| 		}
 | |
| 
 | |
| 		bool use_normal_array = source_mesh_normal_array.size() == source_mesh_vertex_array.size();
 | |
| 		bool use_tangent_array = source_mesh_tangent_array.size() / 4 == source_mesh_vertex_array.size();
 | |
| 
 | |
| 		Vector<Vector3> lerped_vertex_array = source_mesh_vertex_array;
 | |
| 		Vector<Vector3> lerped_normal_array = source_mesh_normal_array;
 | |
| 		Vector<float> lerped_tangent_array = source_mesh_tangent_array;
 | |
| 
 | |
| 		const Vector3 *source_vertices_ptr = source_mesh_vertex_array.ptr();
 | |
| 		const Vector3 *source_normals_ptr = source_mesh_normal_array.ptr();
 | |
| 		const float *source_tangents_ptr = source_mesh_tangent_array.ptr();
 | |
| 
 | |
| 		Vector3 *lerped_vertices_ptrw = lerped_vertex_array.ptrw();
 | |
| 		Vector3 *lerped_normals_ptrw = lerped_normal_array.ptrw();
 | |
| 		float *lerped_tangents_ptrw = lerped_tangent_array.ptrw();
 | |
| 
 | |
| 		const Array &blendshapes_mesh_arrays = source_mesh->surface_get_blend_shape_arrays(surface_index);
 | |
| 		int blend_shape_count = source_mesh->get_blend_shape_count();
 | |
| 		ERR_FAIL_COND_V(blendshapes_mesh_arrays.size() != blend_shape_count, Ref<ArrayMesh>());
 | |
| 
 | |
| 		for (int blendshape_index = 0; blendshape_index < blend_shape_count; blendshape_index++) {
 | |
| 			float blend_weight = get_blend_shape_value(blendshape_index);
 | |
| 			if (abs(blend_weight) <= 0.0001) {
 | |
| 				continue;
 | |
| 			}
 | |
| 
 | |
| 			const Array &blendshape_mesh_arrays = blendshapes_mesh_arrays[blendshape_index];
 | |
| 
 | |
| 			const Vector<Vector3> &blendshape_vertex_array = blendshape_mesh_arrays[Mesh::ARRAY_VERTEX];
 | |
| 			const Vector<Vector3> &blendshape_normal_array = blendshape_mesh_arrays[Mesh::ARRAY_NORMAL];
 | |
| 			const Vector<float> &blendshape_tangent_array = blendshape_mesh_arrays[Mesh::ARRAY_TANGENT];
 | |
| 
 | |
| 			ERR_FAIL_COND_V(source_mesh_vertex_array.size() != blendshape_vertex_array.size(), Ref<ArrayMesh>());
 | |
| 			ERR_FAIL_COND_V(source_mesh_normal_array.size() != blendshape_normal_array.size(), Ref<ArrayMesh>());
 | |
| 			ERR_FAIL_COND_V(source_mesh_tangent_array.size() != blendshape_tangent_array.size(), Ref<ArrayMesh>());
 | |
| 
 | |
| 			const Vector3 *blendshape_vertices_ptr = blendshape_vertex_array.ptr();
 | |
| 			const Vector3 *blendshape_normals_ptr = blendshape_normal_array.ptr();
 | |
| 			const float *blendshape_tangents_ptr = blendshape_tangent_array.ptr();
 | |
| 
 | |
| 			if (blend_shape_mode == Mesh::BLEND_SHAPE_MODE_NORMALIZED) {
 | |
| 				for (int i = 0; i < source_mesh_vertex_array.size(); i++) {
 | |
| 					const Vector3 &source_vertex = source_vertices_ptr[i];
 | |
| 					const Vector3 &blendshape_vertex = blendshape_vertices_ptr[i];
 | |
| 					Vector3 lerped_vertex = source_vertex.lerp(blendshape_vertex, blend_weight) - source_vertex;
 | |
| 					lerped_vertices_ptrw[i] += lerped_vertex;
 | |
| 
 | |
| 					if (use_normal_array) {
 | |
| 						const Vector3 &source_normal = source_normals_ptr[i];
 | |
| 						const Vector3 &blendshape_normal = blendshape_normals_ptr[i];
 | |
| 						Vector3 lerped_normal = source_normal.lerp(blendshape_normal, blend_weight) - source_normal;
 | |
| 						lerped_normals_ptrw[i] += lerped_normal;
 | |
| 					}
 | |
| 
 | |
| 					if (use_tangent_array) {
 | |
| 						int tangent_index = i * 4;
 | |
| 						const Vector4 source_tangent = Vector4(
 | |
| 								source_tangents_ptr[tangent_index],
 | |
| 								source_tangents_ptr[tangent_index + 1],
 | |
| 								source_tangents_ptr[tangent_index + 2],
 | |
| 								source_tangents_ptr[tangent_index + 3]);
 | |
| 						const Vector4 blendshape_tangent = Vector4(
 | |
| 								blendshape_tangents_ptr[tangent_index],
 | |
| 								blendshape_tangents_ptr[tangent_index + 1],
 | |
| 								blendshape_tangents_ptr[tangent_index + 2],
 | |
| 								blendshape_tangents_ptr[tangent_index + 3]);
 | |
| 						Vector4 lerped_tangent = source_tangent.lerp(blendshape_tangent, blend_weight);
 | |
| 						lerped_tangents_ptrw[tangent_index] += lerped_tangent.x;
 | |
| 						lerped_tangents_ptrw[tangent_index + 1] += lerped_tangent.y;
 | |
| 						lerped_tangents_ptrw[tangent_index + 2] += lerped_tangent.z;
 | |
| 						lerped_tangents_ptrw[tangent_index + 3] += lerped_tangent.w;
 | |
| 					}
 | |
| 				}
 | |
| 			} else if (blend_shape_mode == Mesh::BLEND_SHAPE_MODE_RELATIVE) {
 | |
| 				for (int i = 0; i < source_mesh_vertex_array.size(); i++) {
 | |
| 					const Vector3 &blendshape_vertex = blendshape_vertices_ptr[i];
 | |
| 					lerped_vertices_ptrw[i] += blendshape_vertex * blend_weight;
 | |
| 
 | |
| 					if (use_normal_array) {
 | |
| 						const Vector3 &blendshape_normal = blendshape_normals_ptr[i];
 | |
| 						lerped_normals_ptrw[i] += blendshape_normal * blend_weight;
 | |
| 					}
 | |
| 
 | |
| 					if (use_tangent_array) {
 | |
| 						int tangent_index = i * 4;
 | |
| 						const Vector4 blendshape_tangent = Vector4(
 | |
| 								blendshape_tangents_ptr[tangent_index],
 | |
| 								blendshape_tangents_ptr[tangent_index + 1],
 | |
| 								blendshape_tangents_ptr[tangent_index + 2],
 | |
| 								blendshape_tangents_ptr[tangent_index + 3]);
 | |
| 						Vector4 lerped_tangent = blendshape_tangent * blend_weight;
 | |
| 						lerped_tangents_ptrw[tangent_index] += lerped_tangent.x;
 | |
| 						lerped_tangents_ptrw[tangent_index + 1] += lerped_tangent.y;
 | |
| 						lerped_tangents_ptrw[tangent_index + 2] += lerped_tangent.z;
 | |
| 						lerped_tangents_ptrw[tangent_index + 3] += lerped_tangent.w;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		new_mesh_arrays[Mesh::ARRAY_VERTEX] = lerped_vertex_array;
 | |
| 		if (use_normal_array) {
 | |
| 			new_mesh_arrays[Mesh::ARRAY_NORMAL] = lerped_normal_array;
 | |
| 		}
 | |
| 		if (use_tangent_array) {
 | |
| 			new_mesh_arrays[Mesh::ARRAY_TANGENT] = lerped_tangent_array;
 | |
| 		}
 | |
| 
 | |
| 		bake_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, new_mesh_arrays, Array(), Dictionary(), surface_format);
 | |
| 	}
 | |
| 
 | |
| 	return bake_mesh;
 | |
| }
 | |
| 
 | |
| Ref<ArrayMesh> MeshInstance3D::bake_mesh_from_current_skeleton_pose(Ref<ArrayMesh> p_existing) {
 | |
| 	Ref<ArrayMesh> source_mesh = get_mesh();
 | |
| 	ERR_FAIL_COND_V_MSG(source_mesh.is_null(), Ref<ArrayMesh>(), "The source mesh must be a valid ArrayMesh.");
 | |
| 
 | |
| 	Ref<ArrayMesh> bake_mesh;
 | |
| 
 | |
| 	if (p_existing.is_valid()) {
 | |
| 		ERR_FAIL_COND_V_MSG(source_mesh == p_existing, Ref<ArrayMesh>(), "The source mesh can not be the same mesh as the existing mesh.");
 | |
| 
 | |
| 		bake_mesh = p_existing;
 | |
| 	} else {
 | |
| 		bake_mesh.instantiate();
 | |
| 	}
 | |
| 
 | |
| 	ERR_FAIL_COND_V_MSG(skin_ref.is_null(), Ref<ArrayMesh>(), "The source mesh must have a valid skin.");
 | |
| 	ERR_FAIL_COND_V_MSG(skin_internal.is_null(), Ref<ArrayMesh>(), "The source mesh must have a valid skin.");
 | |
| 	RID skeleton = skin_ref->get_skeleton();
 | |
| 	ERR_FAIL_COND_V_MSG(!skeleton.is_valid(), Ref<ArrayMesh>(), "The source mesh must have its skin registered with a valid skeleton.");
 | |
| 
 | |
| 	const int bone_count = RenderingServer::get_singleton()->skeleton_get_bone_count(skeleton);
 | |
| 	ERR_FAIL_COND_V(bone_count <= 0, Ref<ArrayMesh>());
 | |
| 	ERR_FAIL_COND_V(bone_count < skin_internal->get_bind_count(), Ref<ArrayMesh>());
 | |
| 
 | |
| 	LocalVector<Transform3D> bone_transforms;
 | |
| 	bone_transforms.resize(bone_count);
 | |
| 	for (int bone_index = 0; bone_index < bone_count; bone_index++) {
 | |
| 		bone_transforms[bone_index] = RenderingServer::get_singleton()->skeleton_bone_get_transform(skeleton, bone_index);
 | |
| 	}
 | |
| 
 | |
| 	bake_mesh->clear_surfaces();
 | |
| 
 | |
| 	int mesh_surface_count = source_mesh->get_surface_count();
 | |
| 
 | |
| 	for (int surface_index = 0; surface_index < mesh_surface_count; surface_index++) {
 | |
| 		ERR_CONTINUE(source_mesh->surface_get_primitive_type(surface_index) != Mesh::PRIMITIVE_TRIANGLES);
 | |
| 
 | |
| 		uint32_t surface_format = source_mesh->surface_get_format(surface_index);
 | |
| 
 | |
| 		ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_VERTEX));
 | |
| 		ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_BONES));
 | |
| 		ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_WEIGHTS));
 | |
| 
 | |
| 		unsigned int bones_per_vertex = surface_format & Mesh::ARRAY_FLAG_USE_8_BONE_WEIGHTS ? 8 : 4;
 | |
| 
 | |
| 		surface_format &= ~Mesh::ARRAY_FORMAT_BONES;
 | |
| 		surface_format &= ~Mesh::ARRAY_FORMAT_WEIGHTS;
 | |
| 
 | |
| 		const Array &source_mesh_arrays = source_mesh->surface_get_arrays(surface_index);
 | |
| 
 | |
| 		ERR_FAIL_COND_V(source_mesh_arrays.size() != RS::ARRAY_MAX, Ref<ArrayMesh>());
 | |
| 
 | |
| 		const Vector<Vector3> &source_mesh_vertex_array = source_mesh_arrays[Mesh::ARRAY_VERTEX];
 | |
| 		const Vector<Vector3> &source_mesh_normal_array = source_mesh_arrays[Mesh::ARRAY_NORMAL];
 | |
| 		const Vector<float> &source_mesh_tangent_array = source_mesh_arrays[Mesh::ARRAY_TANGENT];
 | |
| 		const Vector<int> &source_mesh_bones_array = source_mesh_arrays[Mesh::ARRAY_BONES];
 | |
| 		const Vector<float> &source_mesh_weights_array = source_mesh_arrays[Mesh::ARRAY_WEIGHTS];
 | |
| 
 | |
| 		unsigned int vertex_count = source_mesh_vertex_array.size();
 | |
| 		int expected_bone_array_size = vertex_count * bones_per_vertex;
 | |
| 		ERR_CONTINUE(source_mesh_bones_array.size() != expected_bone_array_size);
 | |
| 		ERR_CONTINUE(source_mesh_weights_array.size() != expected_bone_array_size);
 | |
| 
 | |
| 		Array new_mesh_arrays;
 | |
| 		new_mesh_arrays.resize(Mesh::ARRAY_MAX);
 | |
| 		for (int i = 0; i < source_mesh_arrays.size(); i++) {
 | |
| 			if (i == Mesh::ARRAY_VERTEX || i == Mesh::ARRAY_NORMAL || i == Mesh::ARRAY_TANGENT || i == Mesh::ARRAY_BONES || i == Mesh::ARRAY_WEIGHTS) {
 | |
| 				continue;
 | |
| 			}
 | |
| 			new_mesh_arrays[i] = source_mesh_arrays[i];
 | |
| 		}
 | |
| 
 | |
| 		bool use_normal_array = source_mesh_normal_array.size() == source_mesh_vertex_array.size();
 | |
| 		bool use_tangent_array = source_mesh_tangent_array.size() / 4 == source_mesh_vertex_array.size();
 | |
| 
 | |
| 		Vector<Vector3> lerped_vertex_array = source_mesh_vertex_array;
 | |
| 		Vector<Vector3> lerped_normal_array = source_mesh_normal_array;
 | |
| 		Vector<float> lerped_tangent_array = source_mesh_tangent_array;
 | |
| 
 | |
| 		const Vector3 *source_vertices_ptr = source_mesh_vertex_array.ptr();
 | |
| 		const Vector3 *source_normals_ptr = source_mesh_normal_array.ptr();
 | |
| 		const float *source_tangents_ptr = source_mesh_tangent_array.ptr();
 | |
| 		const int *source_bones_ptr = source_mesh_bones_array.ptr();
 | |
| 		const float *source_weights_ptr = source_mesh_weights_array.ptr();
 | |
| 
 | |
| 		Vector3 *lerped_vertices_ptrw = lerped_vertex_array.ptrw();
 | |
| 		Vector3 *lerped_normals_ptrw = lerped_normal_array.ptrw();
 | |
| 		float *lerped_tangents_ptrw = lerped_tangent_array.ptrw();
 | |
| 
 | |
| 		for (unsigned int vertex_index = 0; vertex_index < vertex_count; vertex_index++) {
 | |
| 			Vector3 lerped_vertex;
 | |
| 			Vector3 lerped_normal;
 | |
| 			Vector3 lerped_tangent;
 | |
| 
 | |
| 			const Vector3 &source_vertex = source_vertices_ptr[vertex_index];
 | |
| 
 | |
| 			Vector3 source_normal;
 | |
| 			if (use_normal_array) {
 | |
| 				source_normal = source_normals_ptr[vertex_index];
 | |
| 			}
 | |
| 
 | |
| 			int tangent_index = vertex_index * 4;
 | |
| 			Vector4 source_tangent;
 | |
| 			Vector3 source_tangent_vec3;
 | |
| 			if (use_tangent_array) {
 | |
| 				source_tangent = Vector4(
 | |
| 						source_tangents_ptr[tangent_index],
 | |
| 						source_tangents_ptr[tangent_index + 1],
 | |
| 						source_tangents_ptr[tangent_index + 2],
 | |
| 						source_tangents_ptr[tangent_index + 3]);
 | |
| 
 | |
| 				DEV_ASSERT(source_tangent.w == 1.0 || source_tangent.w == -1.0);
 | |
| 
 | |
| 				source_tangent_vec3 = Vector3(source_tangent.x, source_tangent.y, source_tangent.z);
 | |
| 			}
 | |
| 
 | |
| 			for (unsigned int weight_index = 0; weight_index < bones_per_vertex; weight_index++) {
 | |
| 				float bone_weight = source_weights_ptr[vertex_index * bones_per_vertex + weight_index];
 | |
| 				if (bone_weight < FLT_EPSILON) {
 | |
| 					continue;
 | |
| 				}
 | |
| 				int vertex_bone_index = source_bones_ptr[vertex_index * bones_per_vertex + weight_index];
 | |
| 				const Transform3D &bone_transform = bone_transforms[vertex_bone_index];
 | |
| 				const Basis bone_basis = bone_transform.basis.orthonormalized();
 | |
| 
 | |
| 				ERR_FAIL_INDEX_V(vertex_bone_index, static_cast<int>(bone_transforms.size()), Ref<ArrayMesh>());
 | |
| 
 | |
| 				lerped_vertex += source_vertex.lerp(bone_transform.xform(source_vertex), bone_weight) - source_vertex;
 | |
| 				;
 | |
| 
 | |
| 				if (use_normal_array) {
 | |
| 					lerped_normal += source_normal.lerp(bone_basis.xform(source_normal), bone_weight) - source_normal;
 | |
| 				}
 | |
| 
 | |
| 				if (use_tangent_array) {
 | |
| 					lerped_tangent += source_tangent_vec3.lerp(bone_basis.xform(source_tangent_vec3), bone_weight) - source_tangent_vec3;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			lerped_vertices_ptrw[vertex_index] += lerped_vertex;
 | |
| 
 | |
| 			if (use_normal_array) {
 | |
| 				lerped_normals_ptrw[vertex_index] = (source_normal + lerped_normal).normalized();
 | |
| 			}
 | |
| 
 | |
| 			if (use_tangent_array) {
 | |
| 				lerped_tangent = (source_tangent_vec3 + lerped_tangent).normalized();
 | |
| 				lerped_tangents_ptrw[tangent_index] = lerped_tangent.x;
 | |
| 				lerped_tangents_ptrw[tangent_index + 1] = lerped_tangent.y;
 | |
| 				lerped_tangents_ptrw[tangent_index + 2] = lerped_tangent.z;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		new_mesh_arrays[Mesh::ARRAY_VERTEX] = lerped_vertex_array;
 | |
| 		if (use_normal_array) {
 | |
| 			new_mesh_arrays[Mesh::ARRAY_NORMAL] = lerped_normal_array;
 | |
| 		}
 | |
| 		if (use_tangent_array) {
 | |
| 			new_mesh_arrays[Mesh::ARRAY_TANGENT] = lerped_tangent_array;
 | |
| 		}
 | |
| 
 | |
| 		bake_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, new_mesh_arrays, Array(), Dictionary(), surface_format);
 | |
| 	}
 | |
| 
 | |
| 	return bake_mesh;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::_bind_methods() {
 | |
| 	ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh);
 | |
| 	ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh);
 | |
| 	ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance3D::set_skeleton_path);
 | |
| 	ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance3D::get_skeleton_path);
 | |
| 	ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance3D::set_skin);
 | |
| 	ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance3D::get_skin);
 | |
| 	ClassDB::bind_method(D_METHOD("get_skin_reference"), &MeshInstance3D::get_skin_reference);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("get_surface_override_material_count"), &MeshInstance3D::get_surface_override_material_count);
 | |
| 	ClassDB::bind_method(D_METHOD("set_surface_override_material", "surface", "material"), &MeshInstance3D::set_surface_override_material);
 | |
| 	ClassDB::bind_method(D_METHOD("get_surface_override_material", "surface"), &MeshInstance3D::get_surface_override_material);
 | |
| 	ClassDB::bind_method(D_METHOD("get_active_material", "surface"), &MeshInstance3D::get_active_material);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance3D::create_trimesh_collision);
 | |
| 	ClassDB::set_method_flags("MeshInstance3D", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
 | |
| 	ClassDB::bind_method(D_METHOD("create_convex_collision", "clean", "simplify"), &MeshInstance3D::create_convex_collision, DEFVAL(true), DEFVAL(false));
 | |
| 	ClassDB::set_method_flags("MeshInstance3D", "create_convex_collision", METHOD_FLAGS_DEFAULT);
 | |
| 	ClassDB::bind_method(D_METHOD("create_multiple_convex_collisions", "settings"), &MeshInstance3D::create_multiple_convex_collisions, DEFVAL(Ref<MeshConvexDecompositionSettings>()));
 | |
| 	ClassDB::set_method_flags("MeshInstance3D", "create_multiple_convex_collisions", METHOD_FLAGS_DEFAULT);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &MeshInstance3D::get_blend_shape_count);
 | |
| 	ClassDB::bind_method(D_METHOD("find_blend_shape_by_name", "name"), &MeshInstance3D::find_blend_shape_by_name);
 | |
| 	ClassDB::bind_method(D_METHOD("get_blend_shape_value", "blend_shape_idx"), &MeshInstance3D::get_blend_shape_value);
 | |
| 	ClassDB::bind_method(D_METHOD("set_blend_shape_value", "blend_shape_idx", "value"), &MeshInstance3D::set_blend_shape_value);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("bake_mesh_from_current_blend_shape_mix", "existing"), &MeshInstance3D::bake_mesh_from_current_blend_shape_mix, DEFVAL(Ref<ArrayMesh>()));
 | |
| 	ClassDB::bind_method(D_METHOD("bake_mesh_from_current_skeleton_pose", "existing"), &MeshInstance3D::bake_mesh_from_current_skeleton_pose, DEFVAL(Ref<ArrayMesh>()));
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
 | |
| 	ADD_GROUP("Skeleton", "");
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_skeleton_path", "get_skeleton_path");
 | |
| 	ADD_GROUP("", "");
 | |
| }
 | |
| 
 | |
| MeshInstance3D::MeshInstance3D() {
 | |
| }
 | |
| 
 | |
| MeshInstance3D::~MeshInstance3D() {
 | |
| }
 | 
