text: /*************************************************************************/
  /*  mesh_instance.h                                                      */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 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.                */
  /*************************************************************************/
  
  #ifndef MESH_INSTANCE_H
  #define MESH_INSTANCE_H
  
  #include "scene/3d/visual_instance.h"
  #include "scene/resources/mesh.h"
  
  /**
  	@author Juan Linietsky <reduzio@gmail.com>
  */
  class MeshInstance : public GeometryInstance {
  
  	OBJ_TYPE(MeshInstance, GeometryInstance);
  
  	Ref<Mesh> mesh;
  	NodePath skeleton_path;
  
  	struct MorphTrack {
  
  		int idx;
  		float value;
  		MorphTrack() {
  			idx = 0;
  			value = 0;
  		}
  	};
  
  	Map<StringName, MorphTrack> morph_tracks;
  	Vector<Ref<Material> > materials;
  
  	void _mesh_changed();
  	void _resolve_skeleton_path();
  
  protected:
  	bool _set(const StringName &p_name, const Variant &p_value);
  	bool _get(const StringName &p_name, Variant &r_ret) const;
  	void _get_property_list(List<PropertyInfo> *p_list) const;
  
  	void _notification(int p_what);
  	static void _bind_methods();
  
  public:
  	void set_mesh(const Ref<Mesh> &p_mesh);
  	Ref<Mesh> get_mesh() const;
  
  	void set_skeleton_path(const NodePath &p_skeleton);
  	NodePath get_skeleton_path();
  
  	void set_surface_material(int p_surface, const Ref<Material> &p_material);
  	Ref<Material> get_surface_material(int p_surface) const;
  
  	Node *create_trimesh_collision_node();
  	void create_trimesh_collision();
  
  	Node *create_convex_collision_node();
  	void create_convex_collision();
  
  	virtual AABB get_aabb() const;
  	virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
  
  	MeshInstance();
  	~MeshInstance();
  };
  
  #endif
  