2020-04-14 05:05:21 +02:00
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/*************************************************************************/
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/* decal.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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2021-01-01 20:13:46 +01:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2020-04-14 05:05:21 +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 DECAL_H
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#define DECAL_H
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#include "scene/3d/visual_instance_3d.h"
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class Decal : public VisualInstance3D {
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GDCLASS(Decal, VisualInstance3D);
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public:
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enum DecalTexture {
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TEXTURE_ALBEDO,
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TEXTURE_NORMAL,
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TEXTURE_ORM,
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TEXTURE_EMISSION,
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TEXTURE_MAX
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};
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private:
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RID decal;
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Vector3 extents = Vector3(1, 1, 1);
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Ref<Texture2D> textures[TEXTURE_MAX];
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real_t emission_energy = 1.0;
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real_t albedo_mix = 1.0;
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Color modulate = Color(1, 1, 1, 1);
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uint32_t cull_mask = (1 << 20) - 1;
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real_t normal_fade = 0.0;
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real_t upper_fade = 0.3;
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real_t lower_fade = 0.3;
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bool distance_fade_enabled = false;
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real_t distance_fade_begin = 10.0;
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real_t distance_fade_length = 1.0;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const override;
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public:
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virtual TypedArray<String> get_configuration_warnings() const override;
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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void set_texture(DecalTexture p_type, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture(DecalTexture p_type) const;
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void set_emission_energy(real_t p_energy);
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real_t get_emission_energy() const;
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void set_albedo_mix(real_t p_mix);
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real_t get_albedo_mix() const;
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void set_modulate(Color p_modulate);
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Color get_modulate() const;
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void set_upper_fade(real_t p_energy);
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real_t get_upper_fade() const;
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void set_lower_fade(real_t p_fade);
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real_t get_lower_fade() const;
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void set_normal_fade(real_t p_fade);
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real_t get_normal_fade() const;
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void set_enable_distance_fade(bool p_enable);
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bool is_distance_fade_enabled() const;
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void set_distance_fade_begin(real_t p_distance);
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real_t get_distance_fade_begin() const;
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void set_distance_fade_length(real_t p_length);
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real_t get_distance_fade_length() const;
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void set_cull_mask(uint32_t p_layers);
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uint32_t get_cull_mask() const;
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2020-07-10 12:34:39 +02:00
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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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2020-04-14 05:05:21 +02:00
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Decal();
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~Decal();
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};
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VARIANT_ENUM_CAST(Decal::DecalTexture);
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#endif // DECAL_H
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