generated from Persson-dev/Godot-Xmake
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@@ -104,9 +104,16 @@ void Player::SetModelVisible(bool a_Visible) {
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auto* skeleton = m_Mesh->get_node<Skeleton3D>("Skeleton3D");
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for (int i = 0; i < skeleton->get_child_count(); i++) {
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auto* bodyPart = Object::cast_to<MeshInstance3D>(skeleton->get_child(i));
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bodyPart->set_cast_shadows_setting(a_Visible ? GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_ON
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: GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_SHADOWS_ONLY);
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if (bodyPart)
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bodyPart->set_cast_shadows_setting(a_Visible
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? GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_ON
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: GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_SHADOWS_ONLY);
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}
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// TODO: dirty, make it recursive
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auto* pencilCase = m_Mesh->get_node<MeshInstance3D>("Skeleton3D/Hand/Pencil Case");
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pencilCase->set_cast_shadows_setting(a_Visible ? GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_ON
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: GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_SHADOWS_ONLY);
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}
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Vector3 Player::GetCameraRotation() const {
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