/**************************************************************************/ /* renderer_geometry_instance.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "servers/rendering/renderer_geometry_instance.h" void RenderGeometryInstanceBase::set_skeleton(RID p_skeleton) { … } void RenderGeometryInstanceBase::set_material_override(RID p_override) { … } void RenderGeometryInstanceBase::set_material_overlay(RID p_overlay) { … } void RenderGeometryInstanceBase::set_surface_materials(const Vector<RID> &p_materials) { … } void RenderGeometryInstanceBase::set_mesh_instance(RID p_mesh_instance) { … } void RenderGeometryInstanceBase::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { … } void RenderGeometryInstanceBase::set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) { … } void RenderGeometryInstanceBase::set_lod_bias(float p_lod_bias) { … } void RenderGeometryInstanceBase::set_layer_mask(uint32_t p_layer_mask) { … } void RenderGeometryInstanceBase::set_fade_range(bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) { … } void RenderGeometryInstanceBase::set_parent_fade_alpha(float p_alpha) { … } void RenderGeometryInstanceBase::set_transparency(float p_transparency) { … } void RenderGeometryInstanceBase::set_use_baked_light(bool p_enable) { … } void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) { … } void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) { … } void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) { … } Transform3D RenderGeometryInstanceBase::get_transform() { … } AABB RenderGeometryInstanceBase::get_aabb() { … }