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@tool
# Implementation of MeshInstance which doesn't use the scene tree
var _mesh_instance := RID()
# Need to keep a reference so that the mesh RID doesn't get freed
var _mesh : Mesh
func _init():
var rs = RenderingServer
_mesh_instance = rs.instance_create()
rs.instance_set_visible(_mesh_instance, true)
func _notification(p_what: int):
if p_what == NOTIFICATION_PREDELETE:
if _mesh_instance != RID():
RenderingServer.free_rid(_mesh_instance)
_mesh_instance = RID()
func enter_world(world: World3D):
assert(_mesh_instance != RID())
RenderingServer.instance_set_scenario(_mesh_instance, world.get_scenario())
func exit_world():
assert(_mesh_instance != RID())
RenderingServer.instance_set_scenario(_mesh_instance, RID())
func set_world(world: World3D):
if world != null:
enter_world(world)
else:
exit_world()
func set_transform(world_transform: Transform3D):
assert(_mesh_instance != RID())
RenderingServer.instance_set_transform(_mesh_instance, world_transform)
func set_mesh(mesh: Mesh):
assert(_mesh_instance != RID())
RenderingServer.instance_set_base(_mesh_instance, mesh.get_rid() if mesh != null else RID())
_mesh = mesh
func set_material(material: Material):
assert(_mesh_instance != RID())
RenderingServer.instance_geometry_set_material_override( \
_mesh_instance, material.get_rid() if material != null else RID())
func set_visible(visible: bool):
assert(_mesh_instance != RID())
RenderingServer.instance_set_visible(_mesh_instance, visible)
func set_aabb(aabb: AABB):
assert(_mesh_instance != RID())
RenderingServer.instance_set_custom_aabb(_mesh_instance, aabb)
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