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

58 lines
1.5 KiB
C++

// steam_audio_proxy_mesh.h
#pragma once
#include <godot_cpp/classes/array_mesh.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"
using namespace godot;
// Proxy generation modes
class SteamAudioStaticMesh : public Node3D {
GDCLASS(SteamAudioStaticMesh, Node3D)
private:
int proxy_mode = PROXY_NONE;
Ref<Mesh> custom_proxy_mesh;
Vector<IPLStaticMesh> static_meshes;
bool needs_update = false;
protected:
static void _bind_methods();
public:
SteamAudioStaticMesh();
~SteamAudioStaticMesh() override;
// 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 update_static_mesh();
void build_mesh(IPLScene scene);
static Vector<SteamAudioStaticMesh*> _instances;
static const Vector<SteamAudioStaticMesh*>& get_all_static_meshes();
// Regenerates Steam Audio proxies
Ref<Mesh> get_proxy_mesh();
};