You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-07 12:30:27 +00:00
Added skin support and simplified APIs to override bone position.
This commit is contained in:
@@ -58,6 +58,7 @@ public:
|
||||
RID instance;
|
||||
Ref<ArrayMesh> mesh;
|
||||
Ref<Material> material;
|
||||
Ref<SkinReference> skin_reference;
|
||||
RID skeleton;
|
||||
bool billboard;
|
||||
bool unscaled;
|
||||
@@ -101,7 +102,7 @@ protected:
|
||||
|
||||
public:
|
||||
void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false);
|
||||
void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const RID &p_skeleton = RID(), const Ref<Material> &p_material = Ref<Material>());
|
||||
void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>(), const Ref<Material> &p_material = Ref<Material>());
|
||||
void add_collision_segments(const Vector<Vector3> &p_lines);
|
||||
void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
|
||||
void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1);
|
||||
|
||||
Reference in New Issue
Block a user