/**************************************************************************/ /* importer_mesh_instance_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 IMPORTER_MESH_INSTANCE_3D_H #define IMPORTER_MESH_INSTANCE_3D_H #include "scene/3d/node_3d.h" #include "scene/3d/visual_instance_3d.h" #include "scene/resources/immediate_mesh.h" #include "scene/resources/skin.h" class ImporterMesh; class ImporterMeshInstance3D : public Node3D { GDCLASS(ImporterMeshInstance3D, Node3D) Ref mesh; Ref skin; NodePath skeleton_path; Vector> surface_materials; uint32_t layer_mask = 1; GeometryInstance3D::ShadowCastingSetting shadow_casting_setting = GeometryInstance3D::SHADOW_CASTING_SETTING_ON; float visibility_range_begin = 0.0; float visibility_range_end = 0.0; float visibility_range_begin_margin = 0.0; float visibility_range_end_margin = 0.0; GeometryInstance3D::VisibilityRangeFadeMode visibility_range_fade_mode = GeometryInstance3D::VISIBILITY_RANGE_FADE_DISABLED; protected: static void _bind_methods(); public: void set_mesh(const Ref &p_mesh); Ref get_mesh() const; void set_skin(const Ref &p_skin); Ref get_skin() const; void set_surface_material(int p_idx, const Ref &p_material); Ref get_surface_material(int p_idx) const; void set_skeleton_path(const NodePath &p_path); NodePath get_skeleton_path() const; void set_layer_mask(const uint32_t p_layer_mask); uint32_t get_layer_mask() const; void set_cast_shadows_setting(GeometryInstance3D::ShadowCastingSetting p_shadow_casting_setting); GeometryInstance3D::ShadowCastingSetting get_cast_shadows_setting() const; void set_visibility_range_begin(float p_dist); float get_visibility_range_begin() const; void set_visibility_range_end(float p_dist); float get_visibility_range_end() const; void set_visibility_range_begin_margin(float p_dist); float get_visibility_range_begin_margin() const; void set_visibility_range_end_margin(float p_dist); float get_visibility_range_end_margin() const; void set_visibility_range_fade_mode(GeometryInstance3D::VisibilityRangeFadeMode p_mode); GeometryInstance3D::VisibilityRangeFadeMode get_visibility_range_fade_mode() const; }; #endif // IMPORTER_MESH_INSTANCE_3D_H