2020-12-21 16:39:32 +01:00
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/**************************************************************************/
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/* importer_mesh_instance_3d.h */
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2020-12-21 16:39:32 +01:00
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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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2022-07-23 23:41:51 +02:00
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#ifndef IMPORTER_MESH_INSTANCE_3D_H
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#define IMPORTER_MESH_INSTANCE_3D_H
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#include "scene/3d/node_3d.h"
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/3d/skin.h"
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#include "scene/resources/immediate_mesh.h"
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class ImporterMesh;
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class ImporterMeshInstance3D : public Node3D {
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GDCLASS(ImporterMeshInstance3D, Node3D)
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Ref<ImporterMesh> mesh;
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Ref<Skin> skin;
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NodePath skeleton_path;
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Vector<Ref<Material>> surface_materials;
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uint32_t layer_mask = 1;
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GeometryInstance3D::ShadowCastingSetting shadow_casting_setting = GeometryInstance3D::SHADOW_CASTING_SETTING_ON;
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float visibility_range_begin = 0.0;
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float visibility_range_end = 0.0;
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float visibility_range_begin_margin = 0.0;
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float visibility_range_end_margin = 0.0;
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GeometryInstance3D::VisibilityRangeFadeMode visibility_range_fade_mode = GeometryInstance3D::VISIBILITY_RANGE_FADE_DISABLED;
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protected:
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static void _bind_methods();
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public:
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void set_mesh(const Ref<ImporterMesh> &p_mesh);
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Ref<ImporterMesh> get_mesh() const;
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void set_skin(const Ref<Skin> &p_skin);
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Ref<Skin> get_skin() const;
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void set_surface_material(int p_idx, const Ref<Material> &p_material);
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Ref<Material> get_surface_material(int p_idx) const;
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void set_skeleton_path(const NodePath &p_path);
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NodePath get_skeleton_path() const;
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void set_layer_mask(const uint32_t p_layer_mask);
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uint32_t get_layer_mask() const;
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void set_cast_shadows_setting(GeometryInstance3D::ShadowCastingSetting p_shadow_casting_setting);
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GeometryInstance3D::ShadowCastingSetting get_cast_shadows_setting() const;
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void set_visibility_range_begin(float p_dist);
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float get_visibility_range_begin() const;
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void set_visibility_range_end(float p_dist);
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float get_visibility_range_end() const;
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void set_visibility_range_begin_margin(float p_dist);
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float get_visibility_range_begin_margin() const;
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void set_visibility_range_end_margin(float p_dist);
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float get_visibility_range_end_margin() const;
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void set_visibility_range_fade_mode(GeometryInstance3D::VisibilityRangeFadeMode p_mode);
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GeometryInstance3D::VisibilityRangeFadeMode get_visibility_range_fade_mode() const;
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};
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#endif // IMPORTER_MESH_INSTANCE_3D_H
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