I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
232 lines
8.4 KiB
C++
232 lines
8.4 KiB
C++
/*************************************************************************/
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/* multimesh.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "multimesh.h"
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#include "servers/visual_server.h"
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void MultiMesh::_set_transform_array(const PoolVector<Vector3> &p_array) {
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int instance_count = get_instance_count();
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PoolVector<Vector3> xforms = p_array;
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int len = xforms.size();
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ERR_FAIL_COND((len / 4) != instance_count);
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if (len == 0)
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return;
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PoolVector<Vector3>::Read r = xforms.read();
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for (int i = 0; i < len / 4; i++) {
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Transform t;
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t.basis[0] = r[i * 4 + 0];
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t.basis[1] = r[i * 4 + 1];
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t.basis[2] = r[i * 4 + 2];
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t.origin = r[i * 4 + 3];
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set_instance_transform(i, t);
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}
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}
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PoolVector<Vector3> MultiMesh::_get_transform_array() const {
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int instance_count = get_instance_count();
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if (instance_count == 0)
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return PoolVector<Vector3>();
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PoolVector<Vector3> xforms;
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xforms.resize(instance_count * 4);
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PoolVector<Vector3>::Write w = xforms.write();
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for (int i = 0; i < instance_count; i++) {
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Transform t = get_instance_transform(i);
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w[i * 4 + 0] = t.basis[0];
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w[i * 4 + 1] = t.basis[1];
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w[i * 4 + 2] = t.basis[2];
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w[i * 4 + 3] = t.origin;
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}
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return xforms;
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}
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void MultiMesh::_set_color_array(const PoolVector<Color> &p_array) {
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int instance_count = get_instance_count();
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PoolVector<Color> colors = p_array;
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int len = colors.size();
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ERR_FAIL_COND(len != instance_count);
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if (len == 0)
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return;
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PoolVector<Color>::Read r = colors.read();
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for (int i = 0; i < len; i++) {
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set_instance_color(i, r[i]);
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}
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}
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PoolVector<Color> MultiMesh::_get_color_array() const {
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int instance_count = get_instance_count();
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if (instance_count == 0)
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return PoolVector<Color>();
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PoolVector<Color> colors;
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colors.resize(instance_count);
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for (int i = 0; i < instance_count; i++) {
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colors.set(i, get_instance_color(i));
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}
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return colors;
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}
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void MultiMesh::set_mesh(const Ref<Mesh> &p_mesh) {
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mesh = p_mesh;
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if (!mesh.is_null())
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VisualServer::get_singleton()->multimesh_set_mesh(multimesh, mesh->get_rid());
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else
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VisualServer::get_singleton()->multimesh_set_mesh(multimesh, RID());
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}
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Ref<Mesh> MultiMesh::get_mesh() const {
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return mesh;
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}
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void MultiMesh::set_instance_count(int p_count) {
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VisualServer::get_singleton()->multimesh_allocate(multimesh, p_count, VS::MultimeshTransformFormat(transform_format), VS::MultimeshColorFormat(color_format));
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}
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int MultiMesh::get_instance_count() const {
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return VisualServer::get_singleton()->multimesh_get_instance_count(multimesh);
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}
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void MultiMesh::set_instance_transform(int p_instance, const Transform &p_transform) {
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VisualServer::get_singleton()->multimesh_instance_set_transform(multimesh, p_instance, p_transform);
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}
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Transform MultiMesh::get_instance_transform(int p_instance) const {
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return VisualServer::get_singleton()->multimesh_instance_get_transform(multimesh, p_instance);
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}
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void MultiMesh::set_instance_color(int p_instance, const Color &p_color) {
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VisualServer::get_singleton()->multimesh_instance_set_color(multimesh, p_instance, p_color);
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}
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Color MultiMesh::get_instance_color(int p_instance) const {
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return VisualServer::get_singleton()->multimesh_instance_get_color(multimesh, p_instance);
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}
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Rect3 MultiMesh::get_aabb() const {
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return VisualServer::get_singleton()->multimesh_get_aabb(multimesh);
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}
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RID MultiMesh::get_rid() const {
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return multimesh;
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}
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void MultiMesh::set_color_format(ColorFormat p_color_format) {
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color_format = p_color_format;
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}
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MultiMesh::ColorFormat MultiMesh::get_color_format() const {
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return color_format;
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}
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void MultiMesh::set_transform_format(TransformFormat p_transform_format) {
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transform_format = p_transform_format;
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}
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MultiMesh::TransformFormat MultiMesh::get_transform_format() const {
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return transform_format;
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}
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void MultiMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh:Mesh"), &MultiMesh::set_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh:Mesh"), &MultiMesh::get_mesh);
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ClassDB::bind_method(D_METHOD("set_color_format", "format"), &MultiMesh::set_color_format);
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ClassDB::bind_method(D_METHOD("get_color_format"), &MultiMesh::get_color_format);
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ClassDB::bind_method(D_METHOD("set_transform_format", "format"), &MultiMesh::set_transform_format);
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ClassDB::bind_method(D_METHOD("get_transform_format"), &MultiMesh::get_transform_format);
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ClassDB::bind_method(D_METHOD("set_instance_count", "count"), &MultiMesh::set_instance_count);
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ClassDB::bind_method(D_METHOD("get_instance_count"), &MultiMesh::get_instance_count);
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ClassDB::bind_method(D_METHOD("set_instance_transform", "instance", "transform"), &MultiMesh::set_instance_transform);
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ClassDB::bind_method(D_METHOD("get_instance_transform", "instance"), &MultiMesh::get_instance_transform);
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ClassDB::bind_method(D_METHOD("set_instance_color", "instance", "color"), &MultiMesh::set_instance_color);
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ClassDB::bind_method(D_METHOD("get_instance_color", "instance"), &MultiMesh::get_instance_color);
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ClassDB::bind_method(D_METHOD("get_aabb"), &MultiMesh::get_aabb);
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ClassDB::bind_method(D_METHOD("_set_transform_array"), &MultiMesh::_set_transform_array);
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ClassDB::bind_method(D_METHOD("_get_transform_array"), &MultiMesh::_get_transform_array);
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ClassDB::bind_method(D_METHOD("_set_color_array"), &MultiMesh::_set_color_array);
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ClassDB::bind_method(D_METHOD("_get_color_array"), &MultiMesh::_get_color_array);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "color_format", PROPERTY_HINT_ENUM, "None,Byte,Float"), "set_color_format", "get_color_format");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "transform_format", PROPERTY_HINT_ENUM, "2D,3D"), "set_transform_format", "get_transform_format");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "instance_count", PROPERTY_HINT_RANGE, "0,16384,1"), "set_instance_count", "get_instance_count");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
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ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "transform_array", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_transform_array", "_get_transform_array");
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ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "color_array", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_color_array", "_get_color_array");
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BIND_CONSTANT(TRANSFORM_2D);
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BIND_CONSTANT(TRANSFORM_3D);
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BIND_CONSTANT(COLOR_NONE);
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BIND_CONSTANT(COLOR_8BIT);
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BIND_CONSTANT(COLOR_FLOAT);
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}
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MultiMesh::MultiMesh() {
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multimesh = VisualServer::get_singleton()->multimesh_create();
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color_format = COLOR_NONE;
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transform_format = TRANSFORM_2D;
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}
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MultiMesh::~MultiMesh() {
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VisualServer::get_singleton()->free(multimesh);
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}
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