I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
248 lines
8.1 KiB
C++
248 lines
8.1 KiB
C++
/*************************************************************************/
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/* mesh_library.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "mesh_library.h"
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bool MeshLibrary::_set(const StringName &p_name, const Variant &p_value) {
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String name = p_name;
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if (name.begins_with("item/")) {
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int idx = name.get_slicec('/', 1).to_int();
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String what = name.get_slicec('/', 2);
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if (!item_map.has(idx))
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create_item(idx);
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if (what == "name")
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set_item_name(idx, p_value);
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else if (what == "mesh")
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set_item_mesh(idx, p_value);
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else if (what == "shape")
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set_item_shape(idx, p_value);
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else if (what == "preview")
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set_item_preview(idx, p_value);
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else if (what == "navmesh")
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set_item_navmesh(idx, p_value);
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else
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return false;
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return true;
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}
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return false;
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}
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bool MeshLibrary::_get(const StringName &p_name, Variant &r_ret) const {
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String name = p_name;
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int idx = name.get_slicec('/', 1).to_int();
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ERR_FAIL_COND_V(!item_map.has(idx), false);
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String what = name.get_slicec('/', 2);
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if (what == "name")
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r_ret = get_item_name(idx);
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else if (what == "mesh")
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r_ret = get_item_mesh(idx);
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else if (what == "shape")
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r_ret = get_item_shape(idx);
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else if (what == "navmesh")
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r_ret = get_item_navmesh(idx);
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else if (what == "preview")
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r_ret = get_item_preview(idx);
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else
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return false;
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return true;
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}
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void MeshLibrary::_get_property_list(List<PropertyInfo> *p_list) const {
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for (Map<int, Item>::Element *E = item_map.front(); E; E = E->next()) {
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String name = "item/" + itos(E->key()) + "/";
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p_list->push_back(PropertyInfo(Variant::STRING, name + "name"));
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p_list->push_back(PropertyInfo(Variant::OBJECT, name + "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"));
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p_list->push_back(PropertyInfo(Variant::OBJECT, name + "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape"));
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p_list->push_back(PropertyInfo(Variant::OBJECT, name + "navmesh", PROPERTY_HINT_RESOURCE_TYPE, "NavigationMesh"));
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p_list->push_back(PropertyInfo(Variant::OBJECT, name + "preview", PROPERTY_HINT_RESOURCE_TYPE, "Texture", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_HELPER));
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}
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}
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void MeshLibrary::create_item(int p_item) {
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ERR_FAIL_COND(p_item < 0);
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ERR_FAIL_COND(item_map.has(p_item));
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item_map[p_item] = Item();
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_change_notify();
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}
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void MeshLibrary::set_item_name(int p_item, const String &p_name) {
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ERR_FAIL_COND(!item_map.has(p_item));
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item_map[p_item].name = p_name;
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emit_changed();
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_change_notify();
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}
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void MeshLibrary::set_item_mesh(int p_item, const Ref<Mesh> &p_mesh) {
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ERR_FAIL_COND(!item_map.has(p_item));
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item_map[p_item].mesh = p_mesh;
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notify_change_to_owners();
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emit_changed();
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_change_notify();
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}
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void MeshLibrary::set_item_shape(int p_item, const Ref<Shape> &p_shape) {
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ERR_FAIL_COND(!item_map.has(p_item));
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item_map[p_item].shape = p_shape;
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_change_notify();
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notify_change_to_owners();
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emit_changed();
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_change_notify();
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}
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void MeshLibrary::set_item_navmesh(int p_item, const Ref<NavigationMesh> &p_navmesh) {
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ERR_FAIL_COND(!item_map.has(p_item));
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item_map[p_item].navmesh = p_navmesh;
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_change_notify();
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notify_change_to_owners();
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emit_changed();
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_change_notify();
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}
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void MeshLibrary::set_item_preview(int p_item, const Ref<Texture> &p_preview) {
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ERR_FAIL_COND(!item_map.has(p_item));
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item_map[p_item].preview = p_preview;
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emit_changed();
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_change_notify();
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}
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String MeshLibrary::get_item_name(int p_item) const {
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ERR_FAIL_COND_V(!item_map.has(p_item), "");
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return item_map[p_item].name;
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}
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Ref<Mesh> MeshLibrary::get_item_mesh(int p_item) const {
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ERR_FAIL_COND_V(!item_map.has(p_item), Ref<Mesh>());
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return item_map[p_item].mesh;
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}
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Ref<Shape> MeshLibrary::get_item_shape(int p_item) const {
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ERR_FAIL_COND_V(!item_map.has(p_item), Ref<Shape>());
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return item_map[p_item].shape;
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}
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Ref<NavigationMesh> MeshLibrary::get_item_navmesh(int p_item) const {
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ERR_FAIL_COND_V(!item_map.has(p_item), Ref<NavigationMesh>());
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return item_map[p_item].navmesh;
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}
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Ref<Texture> MeshLibrary::get_item_preview(int p_item) const {
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ERR_FAIL_COND_V(!item_map.has(p_item), Ref<Texture>());
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return item_map[p_item].preview;
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}
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bool MeshLibrary::has_item(int p_item) const {
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return item_map.has(p_item);
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}
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void MeshLibrary::remove_item(int p_item) {
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ERR_FAIL_COND(!item_map.has(p_item));
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item_map.erase(p_item);
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notify_change_to_owners();
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_change_notify();
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emit_changed();
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}
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void MeshLibrary::clear() {
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item_map.clear();
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notify_change_to_owners();
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_change_notify();
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emit_changed();
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}
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Vector<int> MeshLibrary::get_item_list() const {
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Vector<int> ret;
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ret.resize(item_map.size());
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int idx = 0;
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for (Map<int, Item>::Element *E = item_map.front(); E; E = E->next()) {
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ret[idx++] = E->key();
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}
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return ret;
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}
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int MeshLibrary::find_item_name(const String &p_name) const {
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for (Map<int, Item>::Element *E = item_map.front(); E; E = E->next()) {
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if (E->get().name == p_name)
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return E->key();
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}
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return -1;
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}
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int MeshLibrary::get_last_unused_item_id() const {
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if (!item_map.size())
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return 0;
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else
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return item_map.back()->key() + 1;
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}
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void MeshLibrary::_bind_methods() {
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ClassDB::bind_method(D_METHOD("create_item", "id"), &MeshLibrary::create_item);
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ClassDB::bind_method(D_METHOD("set_item_name", "id", "name"), &MeshLibrary::set_item_name);
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ClassDB::bind_method(D_METHOD("set_item_mesh", "id", "mesh:Mesh"), &MeshLibrary::set_item_mesh);
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ClassDB::bind_method(D_METHOD("set_item_navmesh", "id", "navmesh:NavigationMesh"), &MeshLibrary::set_item_navmesh);
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ClassDB::bind_method(D_METHOD("set_item_shape", "id", "shape:Shape"), &MeshLibrary::set_item_shape);
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ClassDB::bind_method(D_METHOD("get_item_name", "id"), &MeshLibrary::get_item_name);
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ClassDB::bind_method(D_METHOD("get_item_mesh:Mesh", "id"), &MeshLibrary::get_item_mesh);
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ClassDB::bind_method(D_METHOD("get_item_navmesh:NavigationMesh", "id"), &MeshLibrary::get_item_navmesh);
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ClassDB::bind_method(D_METHOD("get_item_shape:Shape", "id"), &MeshLibrary::get_item_shape);
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ClassDB::bind_method(D_METHOD("remove_item", "id"), &MeshLibrary::remove_item);
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ClassDB::bind_method(D_METHOD("clear"), &MeshLibrary::clear);
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ClassDB::bind_method(D_METHOD("get_item_list"), &MeshLibrary::get_item_list);
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ClassDB::bind_method(D_METHOD("get_last_unused_item_id"), &MeshLibrary::get_last_unused_item_id);
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}
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MeshLibrary::MeshLibrary() {
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}
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MeshLibrary::~MeshLibrary() {
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}
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