/*************************************************************************/ /* mesh_instance.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /* */ /* 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.h" #include "core/config/project_settings.h" #include "core/core_string_names.h" #include "scene/resources/material/material.h" #include "scene/resources/material/spatial_material.h" #include "scene/resources/mesh/mesh.h" #include "scene/main/scene_string_names.h" #include "servers/rendering/rendering_server_globals.h" bool MeshInstance::_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; } RBMap::Element *E = blend_shape_tracks.find(p_name); if (E) { E->get().value = p_value; RenderingServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), E->get().idx, E->get().value); return true; } if (p_name.operator String().begins_with("material/")) { int idx = p_name.operator String().get_slicec('/', 1).to_int(); if (idx >= materials.size() || idx < 0) { return false; } set_surface_material(idx, p_value); return true; } return false; } bool MeshInstance::_get(const StringName &p_name, Variant &r_ret) const { if (!get_instance().is_valid()) { return false; } const RBMap::Element *E = blend_shape_tracks.find(p_name); if (E) { r_ret = E->get().value; return true; } if (p_name.operator String().begins_with("material/")) { int idx = p_name.operator String().get_slicec('/', 1).to_int(); if (idx >= materials.size() || idx < 0) { return false; } r_ret = materials[idx]; return true; } return false; } void MeshInstance::_get_property_list(List *p_list) const { List ls; for (const RBMap::Element *E = blend_shape_tracks.front(); E; E = E->next()) { ls.push_back(E->key()); } ls.sort(); for (List::Element *E = ls.front(); E; E = E->next()) { p_list->push_back(PropertyInfo(Variant::REAL, E->get(), 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, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial")); } } } void MeshInstance::set_mesh(const Ref &p_mesh) { if (mesh == p_mesh) { return; } if (mesh.is_valid()) { mesh->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed); } mesh = p_mesh; blend_shape_tracks.clear(); if (mesh.is_valid()) { for (int i = 0; i < mesh->get_blend_shape_count(); i++) { BlendShapeTrack mt; mt.idx = i; mt.value = 0; blend_shape_tracks["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = mt; } mesh->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed); materials.resize(mesh->get_surface_count()); #ifdef MODULE_SKELETON_3D_ENABLED _initialize_skinning(false, true); #endif } else { set_base(RID()); } update_gizmos(); _change_notify(); } Ref MeshInstance::get_mesh() const { return mesh; } AABB MeshInstance::get_aabb() const { if (!mesh.is_null()) { return mesh->get_aabb(); } return AABB(); } PoolVector MeshInstance::get_faces(uint32_t p_usage_flags) const { if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING))) { return PoolVector(); } if (mesh.is_null()) { return PoolVector(); } return mesh->get_faces(); } Node *MeshInstance::create_trimesh_collision_node() { return NULL; } void MeshInstance::create_trimesh_collision() { } Node *MeshInstance::create_multiple_convex_collisions_node() { return NULL; } void MeshInstance::create_multiple_convex_collisions() { } Node *MeshInstance::create_convex_collision_node(bool p_clean, bool p_simplify) { return NULL; } void MeshInstance::create_convex_collision(bool p_clean, bool p_simplify) { } void MeshInstance::_notification(int p_what) { } int MeshInstance::get_surface_material_count() const { return materials.size(); } void MeshInstance::set_surface_material(int p_surface, const Ref &p_material) { ERR_FAIL_INDEX(p_surface, materials.size()); materials.write[p_surface] = p_material; if (materials[p_surface].is_valid()) { RS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid()); } else { RS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID()); } } Ref MeshInstance::get_surface_material(int p_surface) const { ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref()); return materials[p_surface]; } Ref MeshInstance::get_active_material(int p_surface) const { Ref material_override = get_material_override(); if (material_override.is_valid()) { return material_override; } Ref surface_material = get_surface_material(p_surface); if (surface_material.is_valid()) { return surface_material; } Ref mesh = get_mesh(); if (mesh.is_valid()) { return mesh->surface_get_material(p_surface); } return Ref(); } void MeshInstance::set_material_override(const Ref &p_material) { if (p_material == get_material_override()) { return; } GeometryInstance::set_material_override(p_material); } void MeshInstance::set_material_overlay(const Ref &p_material) { if (p_material == get_material_overlay()) { return; } GeometryInstance::set_material_overlay(p_material); } void MeshInstance::_mesh_changed() { ERR_FAIL_COND(mesh.is_null()); materials.resize(mesh->get_surface_count()); } void MeshInstance::create_debug_tangents() { Vector lines; Vector colors; Ref mesh = get_mesh(); if (!mesh.is_valid()) { return; } for (int i = 0; i < mesh->get_surface_count(); i++) { Array arrays = mesh->surface_get_arrays(i); Vector verts = arrays[Mesh::ARRAY_VERTEX]; Vector norms = arrays[Mesh::ARRAY_NORMAL]; if (norms.size() == 0) { continue; } Vector 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 sm; sm.instance(); sm->set_flag(SpatialMaterial::FLAG_UNSHADED, true); sm->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); sm->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); Ref am; am.instance(); 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); MeshInstance *mi = memnew(MeshInstance); mi->set_mesh(am); mi->set_name("DebugTangents"); add_child(mi); } } bool MeshInstance::merge_meshes(Vector p_list, bool p_use_global_space, bool p_check_compatibility) { // bound function only support variants, so we need to convert to a list of MeshInstances Vector mis; for (int n = 0; n < p_list.size(); n++) { MeshInstance *mi = Object::cast_to(p_list[n]); if (mi) { if (mi != this) { mis.push_back(mi); } else { ERR_PRINT("Destination MeshInstance cannot be a source."); } } else { ERR_PRINT("Only MeshInstances can be merged."); } } ERR_FAIL_COND_V(!mis.size(), "Array contains no MeshInstances"); return _merge_meshes(mis, p_use_global_space, p_check_compatibility); } bool MeshInstance::is_mergeable_with(Node *p_other) const { const MeshInstance *mi = Object::cast_to(p_other); if (mi) { return _is_mergeable_with(*mi); } return false; } bool MeshInstance::_is_mergeable_with(const MeshInstance &p_other) const { if (!get_mesh().is_valid() || !p_other.get_mesh().is_valid()) { return false; } if (!get_allow_merging() || !p_other.get_allow_merging()) { return false; } // various settings that must match if (get_material_overlay() != p_other.get_material_overlay()) { return false; } if (get_material_override() != p_other.get_material_override()) { return false; } if (get_cast_shadows_setting() != p_other.get_cast_shadows_setting()) { return false; } if (is_visible() != p_other.is_visible()) { return false; } Ref rmesh_a = get_mesh(); Ref rmesh_b = p_other.get_mesh(); int num_surfaces = rmesh_a->get_surface_count(); if (num_surfaces != rmesh_b->get_surface_count()) { return false; } for (int n = 0; n < num_surfaces; n++) { // materials must match if (get_active_material(n) != p_other.get_active_material(n)) { return false; } // formats must match uint32_t format_a = rmesh_a->surface_get_format(n); uint32_t format_b = rmesh_b->surface_get_format(n); if (format_a != format_b) { return false; } } // NOTE : These three commented out sections below are more conservative // checks for whether to allow mesh merging. I am not absolutely sure a priori // how conservative we need to be, so we can further enable this if testing // shows they are required. // if (get_surface_material_count() != p_other.get_surface_material_count()) { // return false; // } // for (int n = 0; n < get_surface_material_count(); n++) { // if (get_surface_material(n) != p_other.get_surface_material(n)) { // return false; // } // } // test only allow identical meshes // if (get_mesh() != p_other.get_mesh()) { // return false; // } return true; } void MeshInstance::_merge_into_mesh_data(const MeshInstance &p_mi, const Transform &p_dest_tr_inv, int p_surface_id, LocalVector &r_verts, LocalVector &r_norms, LocalVector &r_tangents, LocalVector &r_colors, LocalVector &r_uvs, LocalVector &r_uv2s, LocalVector &r_inds) { _merge_log("\t\t\tmesh data from " + p_mi.get_name()); // get the mesh verts in local space Ref rmesh = p_mi.get_mesh(); if (rmesh->get_surface_count() <= p_surface_id) { return; } Array arrays = rmesh->surface_get_arrays(p_surface_id); LocalVector verts = PoolVector(arrays[RS::ARRAY_VERTEX]); if (!verts.size()) { // early out if there are no vertices, no point in doing anything else return; } LocalVector normals = PoolVector(arrays[RS::ARRAY_NORMAL]); LocalVector tangents = PoolVector(arrays[RS::ARRAY_TANGENT]); LocalVector colors = PoolVector(arrays[RS::ARRAY_COLOR]); LocalVector uvs = PoolVector(arrays[RS::ARRAY_TEX_UV]); LocalVector uv2s = PoolVector(arrays[RS::ARRAY_TEX_UV2]); LocalVector indices = PoolVector(arrays[RS::ARRAY_INDEX]); // The attributes present must match the first mesh for the attributes // to remain in sync. Here we reject meshes with different attributes. // We could alternatively invent missing attributes. // This should hopefully be already caught by the mesh_format, but is included just in case here. // Don't perform these checks on the first Mesh, the first Mesh is a master // and determines the attributes we want to be present. if (r_verts.size() != 0) { if ((bool)r_norms.size() != (bool)normals.size()) { ERR_FAIL_MSG("Attribute mismatch with first Mesh (Normals), ignoring surface."); } if ((bool)r_tangents.size() != (bool)tangents.size()) { ERR_FAIL_MSG("Attribute mismatch with first Mesh (Tangents), ignoring surface."); } if ((bool)r_colors.size() != (bool)colors.size()) { ERR_FAIL_MSG("Attribute mismatch with first Mesh (Colors), ignoring surface."); } if ((bool)r_uvs.size() != (bool)uvs.size()) { ERR_FAIL_MSG("Attribute mismatch with first Mesh (UVs), ignoring surface."); } if ((bool)r_uv2s.size() != (bool)uv2s.size()) { ERR_FAIL_MSG("Attribute mismatch with first Mesh (UV2s), ignoring surface."); } } // The checking for valid triangles should be on WORLD SPACE vertices, // NOT model space // special case, if no indices, create some int num_indices_before = indices.size(); if (!_ensure_indices_valid(indices, verts)) { _merge_log("\tignoring INVALID TRIANGLES (duplicate indices or zero area triangle) detected in " + p_mi.get_name() + ", num inds before / after " + itos(num_indices_before) + " / " + itos(indices.size())); } // the first index of this mesh is offset from the verts we already have stored in the merged mesh int starting_index = r_verts.size(); // transform verts to world space Transform tr = p_mi.get_global_transform(); // But relative to the destination transform. // This can either be identity (when the destination is global space), // or the global transform of the owner MeshInstance (if using local space is selected). tr = p_dest_tr_inv * tr; // to transform normals Basis normal_basis = tr.basis.inverse(); normal_basis.transpose(); int num_verts = verts.size(); // verts DEV_ASSERT(num_verts > 0); int first_vert = r_verts.size(); r_verts.resize(first_vert + num_verts); Vector3 *dest_verts = &r_verts[first_vert]; for (int n = 0; n < num_verts; n++) { Vector3 pt_world = tr.xform(verts[n]); *dest_verts++ = pt_world; } // normals if (normals.size()) { int first_norm = r_norms.size(); r_norms.resize(first_norm + num_verts); Vector3 *dest_norms = &r_norms[first_norm]; for (int n = 0; n < num_verts; n++) { Vector3 pt_norm = normal_basis.xform(normals[n]); pt_norm.normalize(); *dest_norms++ = pt_norm; } } // tangents if (tangents.size()) { int first_tang = r_tangents.size(); r_tangents.resize(first_tang + (num_verts * 4)); real_t *dest_tangents = &r_tangents[first_tang]; for (int n = 0; n < num_verts; n++) { int tstart = n * 4; Vector3 pt_tangent = Vector3(tangents[tstart], tangents[tstart + 1], tangents[tstart + 2]); real_t fourth = tangents[tstart + 3]; pt_tangent = normal_basis.xform(pt_tangent); pt_tangent.normalize(); *dest_tangents++ = pt_tangent.x; *dest_tangents++ = pt_tangent.y; *dest_tangents++ = pt_tangent.z; *dest_tangents++ = fourth; } } // colors if (colors.size()) { int first_col = r_colors.size(); r_colors.resize(first_col + num_verts); Color *dest_colors = &r_colors[first_col]; for (int n = 0; n < num_verts; n++) { *dest_colors++ = colors[n]; } } // uvs if (uvs.size()) { int first_uv = r_uvs.size(); r_uvs.resize(first_uv + num_verts); Vector2 *dest_uvs = &r_uvs[first_uv]; for (int n = 0; n < num_verts; n++) { *dest_uvs++ = uvs[n]; } } // uv2s if (uv2s.size()) { int first_uv2 = r_uv2s.size(); r_uv2s.resize(first_uv2 + num_verts); Vector2 *dest_uv2s = &r_uv2s[first_uv2]; for (int n = 0; n < num_verts; n++) { *dest_uv2s++ = uv2s[n]; } } // indices if (indices.size()) { int first_ind = r_inds.size(); r_inds.resize(first_ind + indices.size()); int *dest_inds = &r_inds[first_ind]; for (unsigned int n = 0; n < indices.size(); n++) { int ind = indices[n] + starting_index; *dest_inds++ = ind; } } } bool MeshInstance::_ensure_indices_valid(LocalVector &r_indices, const PoolVector &p_verts) const { // no indices? create some if (!r_indices.size()) { _merge_log("\t\t\t\tindices are blank, creating..."); // indices are blank!! let's create some, assuming the mesh is using triangles r_indices.resize(p_verts.size()); // this is assuming each triangle vertex is unique for (unsigned int n = 0; n < r_indices.size(); n++) { r_indices[n] = n; } } if (!_check_for_valid_indices(r_indices, p_verts, nullptr)) { LocalVector new_inds; _check_for_valid_indices(r_indices, p_verts, &new_inds); // copy the new indices r_indices = new_inds; return false; } return true; } // check for invalid tris, or make a list of the valid triangles, depending on whether r_inds is set bool MeshInstance::_check_for_valid_indices(const LocalVector &p_inds, const PoolVector &p_verts, LocalVector *r_inds) const { int nTris = p_inds.size(); nTris /= 3; int indCount = 0; for (int t = 0; t < nTris; t++) { int i0 = p_inds[indCount++]; int i1 = p_inds[indCount++]; int i2 = p_inds[indCount++]; bool ok = true; // if the indices are the same, the triangle is invalid if (i0 == i1) { ok = false; } if (i1 == i2) { ok = false; } if (i0 == i2) { ok = false; } // check positions if (ok) { // vertex positions const Vector3 &p0 = p_verts[i0]; const Vector3 &p1 = p_verts[i1]; const Vector3 &p2 = p_verts[i2]; // if the area is zero, the triangle is invalid (and will crash xatlas if we use it) if (_triangle_is_degenerate(p0, p1, p2, 0.00001)) { _merge_log("\t\tdetected zero area triangle, ignoring"); ok = false; } } if (ok) { // if the triangle is ok, we will output it if we are outputting if (r_inds) { r_inds->push_back(i0); r_inds->push_back(i1); r_inds->push_back(i2); } } else { // if triangle not ok, return failed check if we are not outputting if (!r_inds) { return false; } } } return true; } bool MeshInstance::_triangle_is_degenerate(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, real_t p_epsilon) const { // not interested in the actual area, but numerical stability Vector3 edge1 = p_b - p_a; Vector3 edge2 = p_c - p_a; // for numerical stability keep these values reasonably high edge1 *= 1024.0; edge2 *= 1024.0; Vector3 vec = edge1.cross(edge2); real_t sl = vec.length_squared(); if (sl <= p_epsilon) { return true; } return false; } // If p_check_compatibility is set to false you MUST have performed a prior check using // is_mergeable_with, otherwise you could get mismatching surface formats leading to graphical errors etc. bool MeshInstance::_merge_meshes(Vector p_list, bool p_use_global_space, bool p_check_compatibility) { if (p_list.size() < 1) { // should not happen but just in case return false; } // use the first mesh instance to get common data like number of surfaces const MeshInstance *first = p_list[0]; // Mesh compatibility checking. This is relatively expensive, so if done already (e.g. in Room system) // this step can be avoided. LocalVector compat_list; if (p_check_compatibility) { compat_list.resize(p_list.size()); for (int n = 0; n < p_list.size(); n++) { compat_list[n] = false; } compat_list[0] = true; for (uint32_t n = 1; n < compat_list.size(); n++) { compat_list[n] = first->_is_mergeable_with(*p_list[n]); if (compat_list[n] == false) { WARN_PRINT("MeshInstance " + p_list[n]->get_name() + " is incompatible for merging with " + first->get_name() + ", ignoring."); } } } Ref am; am.instance(); // If we want a local space result, we need the world space transform of this MeshInstance // available to back transform verts from world space. Transform dest_tr_inv; if (!p_use_global_space) { if (is_inside_tree()) { dest_tr_inv = get_global_transform(); dest_tr_inv.affine_invert(); } else { WARN_PRINT("MeshInstance must be inside tree to merge using local space, falling back to global space."); } } for (int s = 0; s < first->get_mesh()->get_surface_count(); s++) { LocalVector verts; LocalVector normals; LocalVector tangents; LocalVector colors; LocalVector uvs; LocalVector uv2s; LocalVector inds; for (int n = 0; n < p_list.size(); n++) { // Ignore if the mesh is incompatible if (p_check_compatibility && (!compat_list[n])) { continue; } _merge_into_mesh_data(*p_list[n], dest_tr_inv, s, verts, normals, tangents, colors, uvs, uv2s, inds); } // for n through source meshes if (!verts.size()) { WARN_PRINT_ONCE("No vertices for surface"); } // sanity check on the indices for (unsigned int n = 0; n < inds.size(); n++) { int i = inds[n]; if ((unsigned int)i >= verts.size()) { WARN_PRINT_ONCE("Mesh index out of range, invalid mesh, aborting"); return false; } } Array arr; arr.resize(Mesh::ARRAY_MAX); arr[Mesh::ARRAY_VERTEX] = PoolVector(verts); if (normals.size()) { arr[Mesh::ARRAY_NORMAL] = PoolVector(normals); } if (tangents.size()) { arr[Mesh::ARRAY_TANGENT] = PoolVector(tangents); } if (colors.size()) { arr[Mesh::ARRAY_COLOR] = PoolVector(colors); } if (uvs.size()) { arr[Mesh::ARRAY_TEX_UV] = PoolVector(uvs); } if (uv2s.size()) { arr[Mesh::ARRAY_TEX_UV2] = PoolVector(uv2s); } arr[Mesh::ARRAY_INDEX] = PoolVector(inds); am->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr, Array(), Mesh::ARRAY_COMPRESS_DEFAULT); } // for s through surfaces // set all the surfaces on the mesh set_mesh(am); // set merged materials int num_surfaces = first->get_mesh()->get_surface_count(); for (int n = 0; n < num_surfaces; n++) { set_surface_material(n, first->get_active_material(n)); } // set some properties to match the merged meshes set_material_overlay(first->get_material_overlay()); set_material_override(first->get_material_override()); set_cast_shadows_setting(first->get_cast_shadows_setting()); return true; } void MeshInstance::_merge_log(String p_string) const { print_verbose(p_string); } void MeshInstance::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance::set_mesh); ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count); ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material); ClassDB::bind_method(D_METHOD("get_surface_material", "surface"), &MeshInstance::get_surface_material); ClassDB::bind_method(D_METHOD("get_active_material", "surface"), &MeshInstance::get_active_material); ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance::create_trimesh_collision); ClassDB::set_method_flags("MeshInstance", "create_trimesh_collision", METHOD_FLAGS_DEFAULT); ClassDB::bind_method(D_METHOD("create_multiple_convex_collisions"), &MeshInstance::create_multiple_convex_collisions); ClassDB::set_method_flags("MeshInstance", "create_multiple_convex_collisions", METHOD_FLAGS_DEFAULT); ClassDB::bind_method(D_METHOD("create_convex_collision", "clean", "simplify"), &MeshInstance::create_convex_collision, DEFVAL(true), DEFVAL(false)); ClassDB::set_method_flags("MeshInstance", "create_convex_collision", METHOD_FLAGS_DEFAULT); ClassDB::bind_method(D_METHOD("_mesh_changed"), &MeshInstance::_mesh_changed); ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance::create_debug_tangents); ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ClassDB::bind_method(D_METHOD("is_mergeable_with", "other_mesh_instance"), &MeshInstance::is_mergeable_with); ClassDB::bind_method(D_METHOD("merge_meshes", "mesh_instances", "use_global_space", "check_compatibility"), &MeshInstance::merge_meshes, DEFVAL(Vector()), DEFVAL(false), DEFVAL(true)); ClassDB::set_method_flags("MeshInstance", "merge_meshes", METHOD_FLAGS_DEFAULT); } MeshInstance::MeshInstance() { } MeshInstance::~MeshInstance() { }