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