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@tool
# Implementation of MultiMeshInstance which doesn't use the scene tree
var _multimesh_instance := RID()
func _init():
_multimesh_instance = RenderingServer.instance_create()
func _notification(what: int):
if what == NOTIFICATION_PREDELETE:
RenderingServer.free_rid(_multimesh_instance)
func set_world(world: World3D):
RenderingServer.instance_set_scenario(
_multimesh_instance, world.get_scenario() if world != null else RID())
func set_visible(visible: bool):
RenderingServer.instance_set_visible(_multimesh_instance, visible)
func set_transform(trans: Transform3D):
RenderingServer.instance_set_transform(_multimesh_instance, trans)
func set_multimesh(mm: MultiMesh):
RenderingServer.instance_set_base(_multimesh_instance, mm.get_rid() if mm != null else RID())
func set_material_override(material: Material):
RenderingServer.instance_geometry_set_material_override( \
_multimesh_instance, material.get_rid() if material != null else RID())
func set_aabb(aabb: AABB):
RenderingServer.instance_set_custom_aabb(_multimesh_instance, aabb)
func set_layer_mask(mask: int):
RenderingServer.instance_set_layer_mask(_multimesh_instance, mask)
func set_cast_shadow(cast_shadow: int):
RenderingServer.instance_geometry_set_cast_shadows_setting(_multimesh_instance, cast_shadow)
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