Files
steam-audio-godot/src/steam_audio_dynamic_mesh.hpp
2025-08-25 21:45:13 -06:00

66 lines
1.8 KiB
C++

#pragma once
#include <godot_cpp/classes/array_mesh.hpp>
#include <godot_cpp/classes/audio_server.hpp>
#include <godot_cpp/classes/convex_polygon_shape3d.hpp>
#include <godot_cpp/classes/material.hpp>
#include <godot_cpp/classes/mesh.hpp>
#include <godot_cpp/classes/mesh_instance3d.hpp>
#include <godot_cpp/classes/shape3d.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/variant/packed_int32_array.hpp>
#include <godot_cpp/variant/packed_vector3_array.hpp>
#include <phonon.h> // IPLStaticMesh, IPLStaticMeshSettings, IPLMaterial
#include "steam_audio.hpp"
#include "steam_audio_material.hpp"
#include <algorithm>
using namespace godot;
class SteamAudioDynamicMesh : public Node3D {
GDCLASS(SteamAudioDynamicMesh, Node3D)
private:
IPLScene subscene=nullptr;
IPLScene global_scene=nullptr;
IPLSceneSettings scene_settings;
IPLInstancedMesh instanced_mesh=nullptr;
IPLInstancedMeshSettings instanced_mesh_settings;
int proxy_mode = PROXY_NONE;
Ref<Mesh> custom_proxy_mesh;
Transform3D last_transform;
StringName bus;
bool needs_update = false;
protected:
static void _bind_methods();
public:
SteamAudioDynamicMesh();
~SteamAudioDynamicMesh() override;
void _notification(int what);
// Setters & getters
void set_proxy_mode(int mode);
int get_proxy_mode() const;
void set_custom_proxy_mesh(Ref<Mesh> mesh);
Ref<Mesh> get_custom_proxy_mesh() const;
bool get_needs_update() {
return needs_update;
}
void build_mesh(IPLScene scene, IPLContext ipl_context, IPLContextSettings ipl_context_settings);
static Vector<SteamAudioDynamicMesh*> _instances;
static const Vector<SteamAudioDynamicMesh*>& get_all_dynamic_meshes();
// Regenerates Steam Audio proxies
Ref<Mesh> get_proxy_mesh();
void update_dynamic_mesh();
};