#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) { … }
void MeshInstance3D::_bind_methods() { … }
MeshInstance3D::MeshInstance3D() { … }
MeshInstance3D::~MeshInstance3D() { … }