/**************************************************************************/ /* importer_mesh_instance_3d.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "importer_mesh_instance_3d.h" #include "scene/resources/3d/importer_mesh.h" void ImporterMeshInstance3D::set_mesh(const Ref &p_mesh) { mesh = p_mesh; } Ref ImporterMeshInstance3D::get_mesh() const { return mesh; } void ImporterMeshInstance3D::set_skin(const Ref &p_skin) { skin = p_skin; } Ref ImporterMeshInstance3D::get_skin() const { return skin; } void ImporterMeshInstance3D::set_surface_material(int p_idx, const Ref &p_material) { ERR_FAIL_COND(p_idx < 0); if (p_idx >= surface_materials.size()) { surface_materials.resize(p_idx + 1); } surface_materials.write[p_idx] = p_material; } Ref ImporterMeshInstance3D::get_surface_material(int p_idx) const { ERR_FAIL_COND_V(p_idx < 0, Ref()); if (p_idx >= surface_materials.size()) { return Ref(); } return surface_materials[p_idx]; } void ImporterMeshInstance3D::set_skeleton_path(const NodePath &p_path) { skeleton_path = p_path; } NodePath ImporterMeshInstance3D::get_skeleton_path() const { return skeleton_path; } uint32_t ImporterMeshInstance3D::get_layer_mask() const { return layer_mask; } void ImporterMeshInstance3D::set_layer_mask(const uint32_t p_layer_mask) { layer_mask = p_layer_mask; } void ImporterMeshInstance3D::set_cast_shadows_setting(GeometryInstance3D::ShadowCastingSetting p_shadow_casting_setting) { shadow_casting_setting = p_shadow_casting_setting; } GeometryInstance3D::ShadowCastingSetting ImporterMeshInstance3D::get_cast_shadows_setting() const { return shadow_casting_setting; } void ImporterMeshInstance3D::set_visibility_range_begin(float p_dist) { visibility_range_begin = p_dist; update_configuration_warnings(); } float ImporterMeshInstance3D::get_visibility_range_begin() const { return visibility_range_begin; } void ImporterMeshInstance3D::set_visibility_range_end(float p_dist) { visibility_range_end = p_dist; update_configuration_warnings(); } float ImporterMeshInstance3D::get_visibility_range_end() const { return visibility_range_end; } void ImporterMeshInstance3D::set_visibility_range_begin_margin(float p_dist) { visibility_range_begin_margin = p_dist; update_configuration_warnings(); } float ImporterMeshInstance3D::get_visibility_range_begin_margin() const { return visibility_range_begin_margin; } void ImporterMeshInstance3D::set_visibility_range_end_margin(float p_dist) { visibility_range_end_margin = p_dist; update_configuration_warnings(); } float ImporterMeshInstance3D::get_visibility_range_end_margin() const { return visibility_range_end_margin; } void ImporterMeshInstance3D::set_visibility_range_fade_mode(GeometryInstance3D::VisibilityRangeFadeMode p_mode) { visibility_range_fade_mode = p_mode; update_configuration_warnings(); } GeometryInstance3D::VisibilityRangeFadeMode ImporterMeshInstance3D::get_visibility_range_fade_mode() const { return visibility_range_fade_mode; } void ImporterMeshInstance3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &ImporterMeshInstance3D::set_mesh); ClassDB::bind_method(D_METHOD("get_mesh"), &ImporterMeshInstance3D::get_mesh); ClassDB::bind_method(D_METHOD("set_skin", "skin"), &ImporterMeshInstance3D::set_skin); ClassDB::bind_method(D_METHOD("get_skin"), &ImporterMeshInstance3D::get_skin); ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &ImporterMeshInstance3D::set_skeleton_path); ClassDB::bind_method(D_METHOD("get_skeleton_path"), &ImporterMeshInstance3D::get_skeleton_path); ClassDB::bind_method(D_METHOD("set_layer_mask", "layer_mask"), &ImporterMeshInstance3D::set_layer_mask); ClassDB::bind_method(D_METHOD("get_layer_mask"), &ImporterMeshInstance3D::get_layer_mask); ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &ImporterMeshInstance3D::set_cast_shadows_setting); ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &ImporterMeshInstance3D::get_cast_shadows_setting); ClassDB::bind_method(D_METHOD("set_visibility_range_end_margin", "distance"), &ImporterMeshInstance3D::set_visibility_range_end_margin); ClassDB::bind_method(D_METHOD("get_visibility_range_end_margin"), &ImporterMeshInstance3D::get_visibility_range_end_margin); ClassDB::bind_method(D_METHOD("set_visibility_range_end", "distance"), &ImporterMeshInstance3D::set_visibility_range_end); ClassDB::bind_method(D_METHOD("get_visibility_range_end"), &ImporterMeshInstance3D::get_visibility_range_end); ClassDB::bind_method(D_METHOD("set_visibility_range_begin_margin", "distance"), &ImporterMeshInstance3D::set_visibility_range_begin_margin); ClassDB::bind_method(D_METHOD("get_visibility_range_begin_margin"), &ImporterMeshInstance3D::get_visibility_range_begin_margin); ClassDB::bind_method(D_METHOD("set_visibility_range_begin", "distance"), &ImporterMeshInstance3D::set_visibility_range_begin); ClassDB::bind_method(D_METHOD("get_visibility_range_begin"), &ImporterMeshInstance3D::get_visibility_range_begin); ClassDB::bind_method(D_METHOD("set_visibility_range_fade_mode", "mode"), &ImporterMeshInstance3D::set_visibility_range_fade_mode); ClassDB::bind_method(D_METHOD("get_visibility_range_fade_mode"), &ImporterMeshInstance3D::get_visibility_range_fade_mode); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "ImporterMesh"), "set_mesh", "get_mesh"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path"); ADD_PROPERTY(PropertyInfo(Variant::INT, "layer_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask"); ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting"); ADD_GROUP("Visibility Range", "visibility_range_"); 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"); 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"); 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"); 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"); 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"); }