mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 09:16:35 +08:00
fe52458154
Happy new year to the wonderful Godot community!
86 lines
4.2 KiB
C++
86 lines
4.2 KiB
C++
/*************************************************************************/
|
|
/* importer_mesh_instance_3d.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#include "importer_mesh_instance_3d.h"
|
|
|
|
#include "scene/resources/importer_mesh.h"
|
|
|
|
void ImporterMeshInstance3D::set_mesh(const Ref<ImporterMesh> &p_mesh) {
|
|
mesh = p_mesh;
|
|
}
|
|
Ref<ImporterMesh> ImporterMeshInstance3D::get_mesh() const {
|
|
return mesh;
|
|
}
|
|
|
|
void ImporterMeshInstance3D::set_skin(const Ref<Skin> &p_skin) {
|
|
skin = p_skin;
|
|
}
|
|
Ref<Skin> ImporterMeshInstance3D::get_skin() const {
|
|
return skin;
|
|
}
|
|
|
|
void ImporterMeshInstance3D::set_surface_material(int p_idx, const Ref<Material> &p_material) {
|
|
ERR_FAIL_COND(p_idx < 0);
|
|
if (p_idx >= surface_materials.size()) {
|
|
surface_materials.resize(p_idx + 1);
|
|
}
|
|
|
|
surface_materials.write[p_idx] = p_material;
|
|
}
|
|
Ref<Material> ImporterMeshInstance3D::get_surface_material(int p_idx) const {
|
|
ERR_FAIL_COND_V(p_idx < 0, Ref<Material>());
|
|
if (p_idx >= surface_materials.size()) {
|
|
return Ref<Material>();
|
|
}
|
|
return surface_materials[p_idx];
|
|
}
|
|
|
|
void ImporterMeshInstance3D::set_skeleton_path(const NodePath &p_path) {
|
|
skeleton_path = p_path;
|
|
}
|
|
NodePath ImporterMeshInstance3D::get_skeleton_path() const {
|
|
return skeleton_path;
|
|
}
|
|
|
|
void ImporterMeshInstance3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &ImporterMeshInstance3D::set_mesh);
|
|
ClassDB::bind_method(D_METHOD("get_mesh"), &ImporterMeshInstance3D::get_mesh);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &ImporterMeshInstance3D::set_skin);
|
|
ClassDB::bind_method(D_METHOD("get_skin"), &ImporterMeshInstance3D::get_skin);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &ImporterMeshInstance3D::set_skeleton_path);
|
|
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &ImporterMeshInstance3D::get_skeleton_path);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "ImporterMesh"), "set_mesh", "get_mesh");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
|
|
}
|