2021-04-20 18:40:24 +02:00
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/*************************************************************************/
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/* occluder_instance_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2022-01-03 21:27:34 +01:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2021-04-20 18:40:24 +02:00
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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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#ifndef OCCLUDER_INSTANCE_3D_H
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#define OCCLUDER_INSTANCE_3D_H
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#include "scene/3d/visual_instance_3d.h"
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class Occluder3D : public Resource {
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GDCLASS(Occluder3D, Resource);
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RES_BASE_EXTENSION("occ");
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RID occluder;
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PackedVector3Array vertices;
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PackedInt32Array indices;
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AABB aabb;
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mutable Ref<ArrayMesh> debug_mesh;
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mutable Vector<Vector3> debug_lines;
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protected:
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void _update();
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) = 0;
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static void _bind_methods();
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void _notification(int p_what);
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public:
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PackedVector3Array get_vertices() const;
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PackedInt32Array get_indices() const;
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Vector<Vector3> get_debug_lines() const;
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Ref<ArrayMesh> get_debug_mesh() const;
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AABB get_aabb() const;
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virtual RID get_rid() const override;
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Occluder3D();
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virtual ~Occluder3D();
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};
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class ArrayOccluder3D : public Occluder3D {
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GDCLASS(ArrayOccluder3D, Occluder3D);
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PackedVector3Array vertices;
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PackedInt32Array indices;
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protected:
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
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static void _bind_methods();
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public:
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void set_arrays(PackedVector3Array p_vertices, PackedInt32Array p_indices);
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void set_vertices(PackedVector3Array p_vertices);
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void set_indices(PackedInt32Array p_indices);
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ArrayOccluder3D();
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~ArrayOccluder3D();
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};
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class QuadOccluder3D : public Occluder3D {
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GDCLASS(QuadOccluder3D, Occluder3D);
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private:
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Vector2 size = Vector2(1.0f, 1.0f);
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protected:
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
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static void _bind_methods();
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public:
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Vector2 get_size() const;
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void set_size(const Vector2 &p_size);
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QuadOccluder3D();
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~QuadOccluder3D();
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};
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class BoxOccluder3D : public Occluder3D {
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GDCLASS(BoxOccluder3D, Occluder3D);
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private:
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Vector3 size = Vector3(1.0f, 1.0f, 1.0f);
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protected:
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
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static void _bind_methods();
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public:
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Vector3 get_size() const;
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void set_size(const Vector3 &p_size);
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BoxOccluder3D();
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~BoxOccluder3D();
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};
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class SphereOccluder3D : public Occluder3D {
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GDCLASS(SphereOccluder3D, Occluder3D);
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private:
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static constexpr int RINGS = 7;
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static constexpr int RADIAL_SEGMENTS = 7;
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float radius = 1.0f;
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protected:
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
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static void _bind_methods();
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public:
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float get_radius() const;
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void set_radius(float p_radius);
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SphereOccluder3D();
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~SphereOccluder3D();
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};
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class PolygonOccluder3D : public Occluder3D {
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GDCLASS(PolygonOccluder3D, Occluder3D);
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private:
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Vector<Vector2> polygon;
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bool _has_editable_3d_polygon_no_depth() const;
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protected:
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
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static void _bind_methods();
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public:
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void set_polygon(const Vector<Vector2> &p_polygon);
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Vector<Vector2> get_polygon() const;
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PolygonOccluder3D();
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~PolygonOccluder3D();
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};
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class OccluderInstance3D : public VisualInstance3D {
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GDCLASS(OccluderInstance3D, Node3D);
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private:
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Ref<Occluder3D> occluder;
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uint32_t bake_mask = 0xFFFFFFFF;
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float bake_simplification_dist = 0.1f;
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void _occluder_changed();
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static bool _bake_material_check(Ref<Material> p_material);
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static void _bake_surface(const Transform3D &p_transform, Array p_surface_arrays, Ref<Material> p_material, float p_simplification_dist, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
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void _bake_node(Node *p_node, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
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bool _is_editable_3d_polygon() const;
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Ref<Resource> _get_editable_3d_polygon_resource() const;
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protected:
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static void _bind_methods();
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public:
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2021-07-06 19:25:13 +02:00
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virtual TypedArray<String> get_configuration_warnings() const override;
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enum BakeError {
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BAKE_ERROR_OK,
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BAKE_ERROR_NO_SAVE_PATH,
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BAKE_ERROR_NO_MESHES,
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BAKE_ERROR_CANT_SAVE,
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};
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void set_occluder(const Ref<Occluder3D> &p_occluder);
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Ref<Occluder3D> get_occluder() const;
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virtual AABB get_aabb() const override;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
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void set_bake_mask(uint32_t p_mask);
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uint32_t get_bake_mask() const;
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void set_bake_simplification_distance(float p_dist);
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float get_bake_simplification_distance() const;
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2021-08-12 01:01:38 +02:00
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void set_bake_mask_value(int p_layer_number, bool p_enable);
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bool get_bake_mask_value(int p_layer_number) const;
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BakeError bake_scene(Node *p_from_node, String p_occluder_path = "");
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static void bake_single_node(const Node3D *p_node, float p_simplification_distance, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
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OccluderInstance3D();
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~OccluderInstance3D();
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};
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#endif
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