2021-10-15 14:29:08 +00:00
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# Implementation of MultiMeshInstance which doesn't use the scene tree
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var _multimesh_instance := RID()
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func _init():
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_multimesh_instance = VisualServer.instance_create()
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func _notification(what: int):
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if what == NOTIFICATION_PREDELETE:
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VisualServer.free_rid(_multimesh_instance)
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func set_world(world: World):
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VisualServer.instance_set_scenario(
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_multimesh_instance, world.get_scenario() if world != null else RID())
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func set_visible(visible: bool):
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VisualServer.instance_set_visible(_multimesh_instance, visible)
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func set_transform(trans: Transform):
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VisualServer.instance_set_transform(_multimesh_instance, trans)
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func set_multimesh(mm: MultiMesh):
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VisualServer.instance_set_base(_multimesh_instance, mm.get_rid() if mm != null else RID())
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func set_material_override(material: Material):
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VisualServer.instance_geometry_set_material_override( \
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_multimesh_instance, material.get_rid() if material != null else RID())
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func set_aabb(aabb: AABB):
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VisualServer.instance_set_custom_aabb(_multimesh_instance, aabb)
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2022-01-16 15:40:52 +00:00
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func set_layer_mask(mask: int):
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VisualServer.instance_set_layer_mask(_multimesh_instance, mask)
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