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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/3d/importer_mesh_instance_3d.cpp
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/**************************************************************************/
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/* importer_mesh_instance_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 "importer_mesh_instance_3d.h"
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#include "scene/resources/3d/importer_mesh.h"
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void ImporterMeshInstance3D::set_mesh(const Ref<ImporterMesh> &p_mesh) {
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mesh = p_mesh;
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}
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Ref<ImporterMesh> ImporterMeshInstance3D::get_mesh() const {
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return mesh;
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}
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void ImporterMeshInstance3D::set_skin(const Ref<Skin> &p_skin) {
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skin = p_skin;
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}
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Ref<Skin> ImporterMeshInstance3D::get_skin() const {
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return skin;
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}
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void ImporterMeshInstance3D::set_surface_material(int p_idx, const Ref<Material> &p_material) {
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ERR_FAIL_COND(p_idx < 0);
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if (p_idx >= surface_materials.size()) {
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surface_materials.resize(p_idx + 1);
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}
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surface_materials.write[p_idx] = p_material;
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}
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Ref<Material> ImporterMeshInstance3D::get_surface_material(int p_idx) const {
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ERR_FAIL_COND_V(p_idx < 0, Ref<Material>());
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if (p_idx >= surface_materials.size()) {
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return Ref<Material>();
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}
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return surface_materials[p_idx];
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}
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void ImporterMeshInstance3D::set_skeleton_path(const NodePath &p_path) {
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skeleton_path = p_path;
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}
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NodePath ImporterMeshInstance3D::get_skeleton_path() const {
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return skeleton_path;
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}
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uint32_t ImporterMeshInstance3D::get_layer_mask() const {
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return layer_mask;
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}
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void ImporterMeshInstance3D::set_layer_mask(const uint32_t p_layer_mask) {
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layer_mask = p_layer_mask;
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}
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void ImporterMeshInstance3D::set_cast_shadows_setting(GeometryInstance3D::ShadowCastingSetting p_shadow_casting_setting) {
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shadow_casting_setting = p_shadow_casting_setting;
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}
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GeometryInstance3D::ShadowCastingSetting ImporterMeshInstance3D::get_cast_shadows_setting() const {
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return shadow_casting_setting;
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}
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void ImporterMeshInstance3D::set_visibility_range_begin(float p_dist) {
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visibility_range_begin = p_dist;
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update_configuration_warnings();
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}
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float ImporterMeshInstance3D::get_visibility_range_begin() const {
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return visibility_range_begin;
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}
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void ImporterMeshInstance3D::set_visibility_range_end(float p_dist) {
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visibility_range_end = p_dist;
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update_configuration_warnings();
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}
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float ImporterMeshInstance3D::get_visibility_range_end() const {
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return visibility_range_end;
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}
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void ImporterMeshInstance3D::set_visibility_range_begin_margin(float p_dist) {
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visibility_range_begin_margin = p_dist;
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update_configuration_warnings();
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}
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float ImporterMeshInstance3D::get_visibility_range_begin_margin() const {
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return visibility_range_begin_margin;
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}
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void ImporterMeshInstance3D::set_visibility_range_end_margin(float p_dist) {
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visibility_range_end_margin = p_dist;
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update_configuration_warnings();
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}
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float ImporterMeshInstance3D::get_visibility_range_end_margin() const {
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return visibility_range_end_margin;
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}
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void ImporterMeshInstance3D::set_visibility_range_fade_mode(GeometryInstance3D::VisibilityRangeFadeMode p_mode) {
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visibility_range_fade_mode = p_mode;
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update_configuration_warnings();
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}
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GeometryInstance3D::VisibilityRangeFadeMode ImporterMeshInstance3D::get_visibility_range_fade_mode() const {
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return visibility_range_fade_mode;
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}
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void ImporterMeshInstance3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &ImporterMeshInstance3D::set_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh"), &ImporterMeshInstance3D::get_mesh);
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ClassDB::bind_method(D_METHOD("set_skin", "skin"), &ImporterMeshInstance3D::set_skin);
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ClassDB::bind_method(D_METHOD("get_skin"), &ImporterMeshInstance3D::get_skin);
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ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &ImporterMeshInstance3D::set_skeleton_path);
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ClassDB::bind_method(D_METHOD("get_skeleton_path"), &ImporterMeshInstance3D::get_skeleton_path);
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ClassDB::bind_method(D_METHOD("set_layer_mask", "layer_mask"), &ImporterMeshInstance3D::set_layer_mask);
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ClassDB::bind_method(D_METHOD("get_layer_mask"), &ImporterMeshInstance3D::get_layer_mask);
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ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &ImporterMeshInstance3D::set_cast_shadows_setting);
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ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &ImporterMeshInstance3D::get_cast_shadows_setting);
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ClassDB::bind_method(D_METHOD("set_visibility_range_end_margin", "distance"), &ImporterMeshInstance3D::set_visibility_range_end_margin);
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ClassDB::bind_method(D_METHOD("get_visibility_range_end_margin"), &ImporterMeshInstance3D::get_visibility_range_end_margin);
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ClassDB::bind_method(D_METHOD("set_visibility_range_end", "distance"), &ImporterMeshInstance3D::set_visibility_range_end);
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ClassDB::bind_method(D_METHOD("get_visibility_range_end"), &ImporterMeshInstance3D::get_visibility_range_end);
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ClassDB::bind_method(D_METHOD("set_visibility_range_begin_margin", "distance"), &ImporterMeshInstance3D::set_visibility_range_begin_margin);
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ClassDB::bind_method(D_METHOD("get_visibility_range_begin_margin"), &ImporterMeshInstance3D::get_visibility_range_begin_margin);
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ClassDB::bind_method(D_METHOD("set_visibility_range_begin", "distance"), &ImporterMeshInstance3D::set_visibility_range_begin);
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ClassDB::bind_method(D_METHOD("get_visibility_range_begin"), &ImporterMeshInstance3D::get_visibility_range_begin);
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ClassDB::bind_method(D_METHOD("set_visibility_range_fade_mode", "mode"), &ImporterMeshInstance3D::set_visibility_range_fade_mode);
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ClassDB::bind_method(D_METHOD("get_visibility_range_fade_mode"), &ImporterMeshInstance3D::get_visibility_range_fade_mode);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "ImporterMesh"), "set_mesh", "get_mesh");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "layer_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
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ADD_GROUP("Visibility Range", "visibility_range_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_begin", "get_visibility_range_begin");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_begin_margin", "get_visibility_range_begin_margin");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_end", "get_visibility_range_end");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_end_margin", "get_visibility_range_end_margin");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_range_fade_mode", PROPERTY_HINT_ENUM, "Disabled,Self,Dependencies"), "set_visibility_range_fade_mode", "get_visibility_range_fade_mode");
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}
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