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/*************************************************************************/
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/* visual_instance_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# include "visual_instance_3d.h"
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# include "scene/scene_string_names.h"
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# include "servers/rendering_server.h"
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# include "skeleton_3d.h"
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AABB VisualInstance3D : : get_transformed_aabb ( ) const {
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return get_global_transform ( ) . xform ( get_aabb ( ) ) ;
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}
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void VisualInstance3D : : _update_visibility ( ) {
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if ( ! is_inside_tree ( ) ) {
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return ;
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}
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RS : : get_singleton ( ) - > instance_set_visible ( get_instance ( ) , is_visible_in_tree ( ) ) ;
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}
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void VisualInstance3D : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_ENTER_WORLD : {
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// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
/*
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Skeleton * skeleton = Object : : cast_to < Skeleton > ( get_parent ( ) ) ;
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if ( skeleton )
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RenderingServer : : get_singleton ( ) - > instance_attach_skeleton ( instance , skeleton - > get_skeleton ( ) ) ;
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*/
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ERR_FAIL_COND ( get_world_3d ( ) . is_null ( ) ) ;
RenderingServer : : get_singleton ( ) - > instance_set_scenario ( instance , get_world_3d ( ) - > get_scenario ( ) ) ;
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_update_visibility ( ) ;
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} break ;
case NOTIFICATION_TRANSFORM_CHANGED : {
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Transform3D gt = get_global_transform ( ) ;
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RenderingServer : : get_singleton ( ) - > instance_set_transform ( instance , gt ) ;
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} break ;
case NOTIFICATION_EXIT_WORLD : {
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RenderingServer : : get_singleton ( ) - > instance_set_scenario ( instance , RID ( ) ) ;
RenderingServer : : get_singleton ( ) - > instance_attach_skeleton ( instance , RID ( ) ) ;
//RS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
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} break ;
case NOTIFICATION_VISIBILITY_CHANGED : {
_update_visibility ( ) ;
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} break ;
}
}
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RID VisualInstance3D : : get_instance ( ) const {
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return instance ;
}
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RID VisualInstance3D : : _get_visual_instance_rid ( ) const {
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return instance ;
}
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void VisualInstance3D : : set_layer_mask ( uint32_t p_mask ) {
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layers = p_mask ;
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RenderingServer : : get_singleton ( ) - > instance_set_layer_mask ( instance , p_mask ) ;
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}
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uint32_t VisualInstance3D : : get_layer_mask ( ) const {
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return layers ;
}
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void VisualInstance3D : : set_layer_mask_bit ( int p_layer , bool p_enable ) {
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ERR_FAIL_INDEX ( p_layer , 32 ) ;
if ( p_enable ) {
set_layer_mask ( layers | ( 1 < < p_layer ) ) ;
} else {
set_layer_mask ( layers & ( ~ ( 1 < < p_layer ) ) ) ;
}
}
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bool VisualInstance3D : : get_layer_mask_bit ( int p_layer ) const {
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ERR_FAIL_INDEX_V ( p_layer , 32 , false ) ;
return ( layers & ( 1 < < p_layer ) ) ;
}
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void VisualInstance3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " _get_visual_instance_rid " ) , & VisualInstance3D : : _get_visual_instance_rid ) ;
ClassDB : : bind_method ( D_METHOD ( " set_base " , " base " ) , & VisualInstance3D : : set_base ) ;
ClassDB : : bind_method ( D_METHOD ( " get_base " ) , & VisualInstance3D : : get_base ) ;
ClassDB : : bind_method ( D_METHOD ( " get_instance " ) , & VisualInstance3D : : get_instance ) ;
ClassDB : : bind_method ( D_METHOD ( " set_layer_mask " , " mask " ) , & VisualInstance3D : : set_layer_mask ) ;
ClassDB : : bind_method ( D_METHOD ( " get_layer_mask " ) , & VisualInstance3D : : get_layer_mask ) ;
ClassDB : : bind_method ( D_METHOD ( " set_layer_mask_bit " , " layer " , " enabled " ) , & VisualInstance3D : : set_layer_mask_bit ) ;
ClassDB : : bind_method ( D_METHOD ( " get_layer_mask_bit " , " layer " ) , & VisualInstance3D : : get_layer_mask_bit ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_transformed_aabb " ) , & VisualInstance3D : : get_transformed_aabb ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " layers " , PROPERTY_HINT_LAYERS_3D_RENDER ) , " set_layer_mask " , " get_layer_mask " ) ;
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}
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void VisualInstance3D : : set_base ( const RID & p_base ) {
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RenderingServer : : get_singleton ( ) - > instance_set_base ( instance , p_base ) ;
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base = p_base ;
}
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RID VisualInstance3D : : get_base ( ) const {
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return base ;
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}
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VisualInstance3D : : VisualInstance3D ( ) {
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instance = RenderingServer : : get_singleton ( ) - > instance_create ( ) ;
RenderingServer : : get_singleton ( ) - > instance_attach_object_instance_id ( instance , get_instance_id ( ) ) ;
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set_notify_transform ( true ) ;
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}
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VisualInstance3D : : ~ VisualInstance3D ( ) {
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RenderingServer : : get_singleton ( ) - > free ( instance ) ;
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}
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void GeometryInstance3D : : set_material_override ( const Ref < Material > & p_material ) {
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material_override = p_material ;
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RS : : get_singleton ( ) - > instance_geometry_set_material_override ( get_instance ( ) , p_material . is_valid ( ) ? p_material - > get_rid ( ) : RID ( ) ) ;
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}
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Ref < Material > GeometryInstance3D : : get_material_override ( ) const {
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return material_override ;
}
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void GeometryInstance3D : : set_visibility_range_begin ( float p_dist ) {
visibility_range_begin = p_dist ;
RS : : get_singleton ( ) - > instance_geometry_set_visibility_range ( get_instance ( ) , visibility_range_begin , visibility_range_end , visibility_range_begin_margin , visibility_range_end_margin ) ;
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update_configuration_warnings ( ) ;
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}
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float GeometryInstance3D : : get_visibility_range_begin ( ) const {
return visibility_range_begin ;
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}
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void GeometryInstance3D : : set_visibility_range_end ( float p_dist ) {
visibility_range_end = p_dist ;
RS : : get_singleton ( ) - > instance_geometry_set_visibility_range ( get_instance ( ) , visibility_range_begin , visibility_range_end , visibility_range_begin_margin , visibility_range_end_margin ) ;
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update_configuration_warnings ( ) ;
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}
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float GeometryInstance3D : : get_visibility_range_end ( ) const {
return visibility_range_end ;
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}
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void GeometryInstance3D : : set_visibility_range_begin_margin ( float p_dist ) {
visibility_range_begin_margin = p_dist ;
RS : : get_singleton ( ) - > instance_geometry_set_visibility_range ( get_instance ( ) , visibility_range_begin , visibility_range_end , visibility_range_begin_margin , visibility_range_end_margin ) ;
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}
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float GeometryInstance3D : : get_visibility_range_begin_margin ( ) const {
return visibility_range_begin_margin ;
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}
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void GeometryInstance3D : : set_visibility_range_end_margin ( float p_dist ) {
visibility_range_end_margin = p_dist ;
RS : : get_singleton ( ) - > instance_geometry_set_visibility_range ( get_instance ( ) , visibility_range_begin , visibility_range_end , visibility_range_begin_margin , visibility_range_end_margin ) ;
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}
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float GeometryInstance3D : : get_visibility_range_end_margin ( ) const {
return visibility_range_end_margin ;
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}
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void GeometryInstance3D : : _notification ( int p_what ) {
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}
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const StringName * GeometryInstance3D : : _instance_uniform_get_remap ( const StringName p_name ) const {
StringName * r = instance_uniform_property_remap . getptr ( p_name ) ;
if ( ! r ) {
String s = p_name ;
if ( s . begins_with ( " shader_params/ " ) ) {
StringName name = s . replace ( " shader_params/ " , " " ) ;
instance_uniform_property_remap [ p_name ] = name ;
return instance_uniform_property_remap . getptr ( p_name ) ;
}
return nullptr ;
}
return r ;
}
bool GeometryInstance3D : : _set ( const StringName & p_name , const Variant & p_value ) {
const StringName * r = _instance_uniform_get_remap ( p_name ) ;
if ( r ) {
set_shader_instance_uniform ( * r , p_value ) ;
return true ;
}
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# ifndef DISABLE_DEPRECATED
if ( p_name = = SceneStringNames : : get_singleton ( ) - > use_in_baked_light & & bool ( p_value ) ) {
set_gi_mode ( GI_MODE_BAKED ) ;
return true ;
}
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if ( p_name = = SceneStringNames : : get_singleton ( ) - > use_dynamic_gi & & bool ( p_value ) ) {
set_gi_mode ( GI_MODE_DYNAMIC ) ;
return true ;
}
# endif
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return false ;
}
bool GeometryInstance3D : : _get ( const StringName & p_name , Variant & r_ret ) const {
const StringName * r = _instance_uniform_get_remap ( p_name ) ;
if ( r ) {
r_ret = get_shader_instance_uniform ( * r ) ;
return true ;
}
return false ;
}
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void GeometryInstance3D : : _get_property_list ( List < PropertyInfo > * p_list ) const {
List < PropertyInfo > pinfo ;
RS : : get_singleton ( ) - > instance_geometry_get_shader_parameter_list ( get_instance ( ) , & pinfo ) ;
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for ( PropertyInfo & pi : pinfo ) {
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bool has_def_value = false ;
Variant def_value = RS : : get_singleton ( ) - > instance_geometry_get_shader_parameter_default_value ( get_instance ( ) , pi . name ) ;
if ( def_value . get_type ( ) ! = Variant : : NIL ) {
has_def_value = true ;
}
if ( instance_uniforms . has ( pi . name ) ) {
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pi . usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | ( has_def_value ? ( PROPERTY_USAGE_CHECKABLE | PROPERTY_USAGE_CHECKED ) : PROPERTY_USAGE_NONE ) ;
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} else {
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pi . usage = PROPERTY_USAGE_EDITOR | ( has_def_value ? PROPERTY_USAGE_CHECKABLE : PROPERTY_USAGE_NONE ) ; //do not save if not changed
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}
pi . name = " shader_params/ " + pi . name ;
p_list - > push_back ( pi ) ;
}
}
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void GeometryInstance3D : : set_cast_shadows_setting ( ShadowCastingSetting p_shadow_casting_setting ) {
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shadow_casting_setting = p_shadow_casting_setting ;
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RS : : get_singleton ( ) - > instance_geometry_set_cast_shadows_setting ( get_instance ( ) , ( RS : : ShadowCastingSetting ) p_shadow_casting_setting ) ;
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}
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GeometryInstance3D : : ShadowCastingSetting GeometryInstance3D : : get_cast_shadows_setting ( ) const {
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return shadow_casting_setting ;
}
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void GeometryInstance3D : : set_extra_cull_margin ( float p_margin ) {
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ERR_FAIL_COND ( p_margin < 0 ) ;
extra_cull_margin = p_margin ;
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RS : : get_singleton ( ) - > instance_set_extra_visibility_margin ( get_instance ( ) , extra_cull_margin ) ;
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}
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float GeometryInstance3D : : get_extra_cull_margin ( ) const {
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return extra_cull_margin ;
}
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void GeometryInstance3D : : set_lod_bias ( float p_bias ) {
ERR_FAIL_COND ( p_bias < 0.0 ) ;
lod_bias = p_bias ;
RS : : get_singleton ( ) - > instance_geometry_set_lod_bias ( get_instance ( ) , lod_bias ) ;
}
float GeometryInstance3D : : get_lod_bias ( ) const {
return lod_bias ;
}
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void GeometryInstance3D : : set_shader_instance_uniform ( const StringName & p_uniform , const Variant & p_value ) {
if ( p_value . get_type ( ) = = Variant : : NIL ) {
Variant def_value = RS : : get_singleton ( ) - > instance_geometry_get_shader_parameter_default_value ( get_instance ( ) , p_uniform ) ;
RS : : get_singleton ( ) - > instance_geometry_set_shader_parameter ( get_instance ( ) , p_uniform , def_value ) ;
instance_uniforms . erase ( p_value ) ;
} else {
instance_uniforms [ p_uniform ] = p_value ;
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if ( p_value . get_type ( ) = = Variant : : OBJECT ) {
RID tex_id = p_value ;
RS : : get_singleton ( ) - > instance_geometry_set_shader_parameter ( get_instance ( ) , p_uniform , tex_id ) ;
} else {
RS : : get_singleton ( ) - > instance_geometry_set_shader_parameter ( get_instance ( ) , p_uniform , p_value ) ;
}
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}
}
Variant GeometryInstance3D : : get_shader_instance_uniform ( const StringName & p_uniform ) const {
return RS : : get_singleton ( ) - > instance_geometry_get_shader_parameter ( get_instance ( ) , p_uniform ) ;
}
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void GeometryInstance3D : : set_custom_aabb ( AABB aabb ) {
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RS : : get_singleton ( ) - > instance_set_custom_aabb ( get_instance ( ) , aabb ) ;
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}
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void GeometryInstance3D : : set_lightmap_scale ( LightmapScale p_scale ) {
ERR_FAIL_INDEX ( p_scale , LIGHTMAP_SCALE_MAX ) ;
lightmap_scale = p_scale ;
}
GeometryInstance3D : : LightmapScale GeometryInstance3D : : get_lightmap_scale ( ) const {
return lightmap_scale ;
}
void GeometryInstance3D : : set_gi_mode ( GIMode p_mode ) {
switch ( p_mode ) {
case GI_MODE_DISABLED : {
RS : : get_singleton ( ) - > instance_geometry_set_flag ( get_instance ( ) , RS : : INSTANCE_FLAG_USE_BAKED_LIGHT , false ) ;
RS : : get_singleton ( ) - > instance_geometry_set_flag ( get_instance ( ) , RS : : INSTANCE_FLAG_USE_DYNAMIC_GI , false ) ;
} break ;
case GI_MODE_BAKED : {
RS : : get_singleton ( ) - > instance_geometry_set_flag ( get_instance ( ) , RS : : INSTANCE_FLAG_USE_BAKED_LIGHT , true ) ;
RS : : get_singleton ( ) - > instance_geometry_set_flag ( get_instance ( ) , RS : : INSTANCE_FLAG_USE_DYNAMIC_GI , false ) ;
} break ;
case GI_MODE_DYNAMIC : {
RS : : get_singleton ( ) - > instance_geometry_set_flag ( get_instance ( ) , RS : : INSTANCE_FLAG_USE_BAKED_LIGHT , false ) ;
RS : : get_singleton ( ) - > instance_geometry_set_flag ( get_instance ( ) , RS : : INSTANCE_FLAG_USE_DYNAMIC_GI , true ) ;
} break ;
}
gi_mode = p_mode ;
}
GeometryInstance3D : : GIMode GeometryInstance3D : : get_gi_mode ( ) const {
return gi_mode ;
}
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void GeometryInstance3D : : set_ignore_occlusion_culling ( bool p_enabled ) {
ignore_occlusion_culling = p_enabled ;
RS : : get_singleton ( ) - > instance_geometry_set_flag ( get_instance ( ) , RS : : INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING , ignore_occlusion_culling ) ;
}
bool GeometryInstance3D : : is_ignoring_occlusion_culling ( ) {
return ignore_occlusion_culling ;
}
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TypedArray < String > GeometryInstance3D : : get_configuration_warnings ( ) const {
TypedArray < String > warnings = Node : : get_configuration_warnings ( ) ;
if ( ! Math : : is_zero_approx ( visibility_range_end ) & & visibility_range_end < = visibility_range_begin ) {
warnings . push_back ( TTR ( " The GeometryInstance3D visibility range's End distance is set to a non-zero value, but is lower than the Begin distance. \n This means the GeometryInstance3D will never be visible. \n To resolve this, set the End distance to 0 or to a value greater than the Begin distance. " ) ) ;
}
return warnings ;
}
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void GeometryInstance3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_material_override " , " material " ) , & GeometryInstance3D : : set_material_override ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material_override " ) , & GeometryInstance3D : : get_material_override ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_cast_shadows_setting " , " shadow_casting_setting " ) , & GeometryInstance3D : : set_cast_shadows_setting ) ;
ClassDB : : bind_method ( D_METHOD ( " get_cast_shadows_setting " ) , & GeometryInstance3D : : get_cast_shadows_setting ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_lod_bias " , " bias " ) , & GeometryInstance3D : : set_lod_bias ) ;
ClassDB : : bind_method ( D_METHOD ( " get_lod_bias " ) , & GeometryInstance3D : : get_lod_bias ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_visibility_range_end_margin " , " distance " ) , & GeometryInstance3D : : set_visibility_range_end_margin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_visibility_range_end_margin " ) , & GeometryInstance3D : : get_visibility_range_end_margin ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_visibility_range_end " , " distance " ) , & GeometryInstance3D : : set_visibility_range_end ) ;
ClassDB : : bind_method ( D_METHOD ( " get_visibility_range_end " ) , & GeometryInstance3D : : get_visibility_range_end ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_visibility_range_begin_margin " , " distance " ) , & GeometryInstance3D : : set_visibility_range_begin_margin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_visibility_range_begin_margin " ) , & GeometryInstance3D : : get_visibility_range_begin_margin ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_visibility_range_begin " , " distance " ) , & GeometryInstance3D : : set_visibility_range_begin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_visibility_range_begin " ) , & GeometryInstance3D : : get_visibility_range_begin ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_shader_instance_uniform " , " uniform " , " value " ) , & GeometryInstance3D : : set_shader_instance_uniform ) ;
ClassDB : : bind_method ( D_METHOD ( " get_shader_instance_uniform " , " uniform " ) , & GeometryInstance3D : : get_shader_instance_uniform ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_extra_cull_margin " , " margin " ) , & GeometryInstance3D : : set_extra_cull_margin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_extra_cull_margin " ) , & GeometryInstance3D : : get_extra_cull_margin ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_lightmap_scale " , " scale " ) , & GeometryInstance3D : : set_lightmap_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_lightmap_scale " ) , & GeometryInstance3D : : get_lightmap_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " set_gi_mode " , " mode " ) , & GeometryInstance3D : : set_gi_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_gi_mode " ) , & GeometryInstance3D : : get_gi_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_ignore_occlusion_culling " , " ignore_culling " ) , & GeometryInstance3D : : set_ignore_occlusion_culling ) ;
ClassDB : : bind_method ( D_METHOD ( " is_ignoring_occlusion_culling " ) , & GeometryInstance3D : : is_ignoring_occlusion_culling ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_custom_aabb " , " aabb " ) , & GeometryInstance3D : : set_custom_aabb ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_aabb " ) , & GeometryInstance3D : : get_aabb ) ;
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ADD_GROUP ( " Geometry " , " " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material_override " , PROPERTY_HINT_RESOURCE_TYPE , " BaseMaterial3D,ShaderMaterial " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE ) , " set_material_override " , " get_material_override " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " cast_shadow " , PROPERTY_HINT_ENUM , " Off,On,Double-Sided,Shadows Only " ) , " set_cast_shadows_setting " , " get_cast_shadows_setting " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " extra_cull_margin " , PROPERTY_HINT_RANGE , " 0,16384,0.01 " ) , " set_extra_cull_margin " , " get_extra_cull_margin " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " lod_bias " , PROPERTY_HINT_RANGE , " 0.001,128,0.001 " ) , " set_lod_bias " , " get_lod_bias " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " ignore_occlusion_culling " ) , " set_ignore_occlusion_culling " , " is_ignoring_occlusion_culling " ) ;
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ADD_GROUP ( " Global Illumination " , " gi_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " gi_mode " , PROPERTY_HINT_ENUM , " Disabled,Baked,Dynamic " ) , " set_gi_mode " , " get_gi_mode " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " gi_lightmap_scale " , PROPERTY_HINT_ENUM , " 1x,2x,4x,8x " ) , " set_lightmap_scale " , " get_lightmap_scale " ) ;
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ADD_GROUP ( " Visibility Range " , " visibility_range_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " visibility_range_begin " , PROPERTY_HINT_RANGE , " 0.0,4096.0,0.01 " ) , " set_visibility_range_begin " , " get_visibility_range_begin " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " visibility_range_begin_margin " , PROPERTY_HINT_RANGE , " 0.0,4096.0,0.01 " ) , " set_visibility_range_begin_margin " , " get_visibility_range_begin_margin " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " visibility_range_end " , PROPERTY_HINT_RANGE , " 0.0,4096.0,0.01 " ) , " set_visibility_range_end " , " get_visibility_range_end " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " visibility_range_end_margin " , PROPERTY_HINT_RANGE , " 0.0,4096.0,0.01 " ) , " set_visibility_range_end_margin " , " get_visibility_range_end_margin " ) ;
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//ADD_SIGNAL( MethodInfo("visibility_changed"));
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BIND_ENUM_CONSTANT ( SHADOW_CASTING_SETTING_OFF ) ;
BIND_ENUM_CONSTANT ( SHADOW_CASTING_SETTING_ON ) ;
BIND_ENUM_CONSTANT ( SHADOW_CASTING_SETTING_DOUBLE_SIDED ) ;
BIND_ENUM_CONSTANT ( SHADOW_CASTING_SETTING_SHADOWS_ONLY ) ;
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BIND_ENUM_CONSTANT ( GI_MODE_DISABLED ) ;
BIND_ENUM_CONSTANT ( GI_MODE_BAKED ) ;
BIND_ENUM_CONSTANT ( GI_MODE_DYNAMIC ) ;
BIND_ENUM_CONSTANT ( LIGHTMAP_SCALE_1X ) ;
BIND_ENUM_CONSTANT ( LIGHTMAP_SCALE_2X ) ;
BIND_ENUM_CONSTANT ( LIGHTMAP_SCALE_4X ) ;
BIND_ENUM_CONSTANT ( LIGHTMAP_SCALE_8X ) ;
BIND_ENUM_CONSTANT ( LIGHTMAP_SCALE_MAX ) ;
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}
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GeometryInstance3D : : GeometryInstance3D ( ) {
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//RS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
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}