godot/scene/3d/mesh_instance_3d.cpp

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/*  mesh_instance_3d.cpp                                                  */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#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) {}

bool MeshInstance3D::_get(const StringName &p_name, Variant &r_ret) const {}

void MeshInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {}

void MeshInstance3D::set_mesh(const Ref<Mesh> &p_mesh) {}

Ref<Mesh> MeshInstance3D::get_mesh() const {}

int MeshInstance3D::get_blend_shape_count() const {}
int MeshInstance3D::find_blend_shape_by_name(const StringName &p_name) {}
float MeshInstance3D::get_blend_shape_value(int p_blend_shape) const {}
void MeshInstance3D::set_blend_shape_value(int p_blend_shape, float p_value) {}

void MeshInstance3D::_resolve_skeleton_path() {}

void MeshInstance3D::set_skin(const Ref<Skin> &p_skin) {}

Ref<Skin> MeshInstance3D::get_skin() const {}

Ref<SkinReference> MeshInstance3D::get_skin_reference() const {}

void MeshInstance3D::set_skeleton_path(const NodePath &p_skeleton) {}

NodePath MeshInstance3D::get_skeleton_path() {}

AABB MeshInstance3D::get_aabb() const {}

Node *MeshInstance3D::create_trimesh_collision_node() {}

void MeshInstance3D::create_trimesh_collision() {}

Node *MeshInstance3D::create_convex_collision_node(bool p_clean, bool p_simplify) {}

void MeshInstance3D::create_convex_collision(bool p_clean, bool p_simplify) {}

Node *MeshInstance3D::create_multiple_convex_collisions_node(const Ref<MeshConvexDecompositionSettings> &p_settings) {}

void MeshInstance3D::create_multiple_convex_collisions(const Ref<MeshConvexDecompositionSettings> &p_settings) {}

void MeshInstance3D::_notification(int p_what) {}

int MeshInstance3D::get_surface_override_material_count() const {}

void MeshInstance3D::set_surface_override_material(int p_surface, const Ref<Material> &p_material) {}

Ref<Material> MeshInstance3D::get_surface_override_material(int p_surface) const {}

Ref<Material> MeshInstance3D::get_active_material(int p_surface) const {}

void MeshInstance3D::_mesh_changed() {}

MeshInstance3D *MeshInstance3D::create_debug_tangents_node() {}

void MeshInstance3D::create_debug_tangents() {}

bool MeshInstance3D::_property_can_revert(const StringName &p_name) const {}

bool MeshInstance3D::_property_get_revert(const StringName &p_name, Variant &r_property) const {}

Ref<ArrayMesh> MeshInstance3D::bake_mesh_from_current_blend_shape_mix(Ref<ArrayMesh> p_existing) {}

Ref<ArrayMesh> MeshInstance3D::bake_mesh_from_current_skeleton_pose(Ref<ArrayMesh> p_existing) {}

void MeshInstance3D::_bind_methods() {}

MeshInstance3D::MeshInstance3D() {}

MeshInstance3D::~MeshInstance3D() {}