godot/scene/3d/importer_mesh_instance_3d.h
2024-02-26 05:23:04 -06:00

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/**************************************************************************/
/* 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/3d/skin.h"
#include "scene/resources/immediate_mesh.h"
class ImporterMesh;
class ImporterMeshInstance3D : public Node3D {
GDCLASS(ImporterMeshInstance3D, Node3D)
Ref<ImporterMesh> mesh;
Ref<Skin> skin;
NodePath skeleton_path;
Vector<Ref<Material>> 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<ImporterMesh> &p_mesh);
Ref<ImporterMesh> get_mesh() const;
void set_skin(const Ref<Skin> &p_skin);
Ref<Skin> get_skin() const;
void set_surface_material(int p_idx, const Ref<Material> &p_material);
Ref<Material> 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