diff --git a/doc/classes/VisualInstance.xml b/doc/classes/VisualInstance.xml
index bfe869efefe..6940605801b 100644
--- a/doc/classes/VisualInstance.xml
+++ b/doc/classes/VisualInstance.xml
@@ -62,6 +62,13 @@
The render layer(s) this [VisualInstance] is drawn on.
This object will only be visible for [Camera]s whose cull mask includes the render object this [VisualInstance] is set to.
+
+ The sorting offset used by this [VisualInstance]. Adjusting it to a higher value will make the [VisualInstance] reliably draw on top of other [VisualInstance]s that are otherwise positioned at the same spot.
+
+
+ If [code]true[/code], the object is sorted based on the [AABB] center. Sorted based on the global position otherwise.
+ The [AABB] center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with [Particles] and [CPUParticles].
+
diff --git a/scene/3d/visual_instance.cpp b/scene/3d/visual_instance.cpp
index 83a7fc11c62..5249e0150d4 100644
--- a/scene/3d/visual_instance.cpp
+++ b/scene/3d/visual_instance.cpp
@@ -180,6 +180,24 @@ bool VisualInstance::get_layer_mask_bit(int p_layer) const {
return (layers & (1 << p_layer));
}
+void VisualInstance::set_sorting_offset(float p_offset) {
+ sorting_offset = p_offset;
+ VisualServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
+}
+
+float VisualInstance::get_sorting_offset() {
+ return sorting_offset;
+}
+
+void VisualInstance::set_sorting_use_aabb_center(bool p_enabled) {
+ sorting_use_aabb_center = p_enabled;
+ VisualServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
+}
+
+bool VisualInstance::is_sorting_use_aabb_center() {
+ return sorting_use_aabb_center;
+}
+
void VisualInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
@@ -190,8 +208,16 @@ void VisualInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
+ ClassDB::bind_method(D_METHOD("set_sorting_offset", "offset"), &VisualInstance::set_sorting_offset);
+ ClassDB::bind_method(D_METHOD("get_sorting_offset"), &VisualInstance::get_sorting_offset);
+ ClassDB::bind_method(D_METHOD("set_sorting_use_aabb_center", "enabled"), &VisualInstance::set_sorting_use_aabb_center);
+ ClassDB::bind_method(D_METHOD("is_sorting_use_aabb_center"), &VisualInstance::is_sorting_use_aabb_center);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
+
+ ADD_GROUP("Sorting", "sorting_");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "sorting_offset"), "set_sorting_offset", "get_sorting_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sorting_use_aabb_center"), "set_sorting_use_aabb_center", "is_sorting_use_aabb_center");
}
void VisualInstance::set_base(const RID &p_base) {
@@ -207,6 +233,8 @@ VisualInstance::VisualInstance() {
instance = RID_PRIME(VisualServer::get_singleton()->instance_create());
VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
layers = 1;
+ sorting_offset = 0.0f;
+ sorting_use_aabb_center = true;
set_notify_transform(true);
}
diff --git a/scene/3d/visual_instance.h b/scene/3d/visual_instance.h
index 65ad5decab0..0dd826e0da8 100644
--- a/scene/3d/visual_instance.h
+++ b/scene/3d/visual_instance.h
@@ -43,6 +43,8 @@ class VisualInstance : public CullInstance {
RID base;
RID instance;
uint32_t layers;
+ float sorting_offset;
+ bool sorting_use_aabb_center;
RID _get_visual_instance_rid() const;
@@ -77,6 +79,12 @@ public:
void set_layer_mask_bit(int p_layer, bool p_enable);
bool get_layer_mask_bit(int p_layer) const;
+ void set_sorting_offset(float p_offset);
+ float get_sorting_offset();
+
+ void set_sorting_use_aabb_center(bool p_enabled);
+ bool is_sorting_use_aabb_center();
+
VisualInstance();
~VisualInstance();
};
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index 8bdab6bc0a4..48f0c73c1ec 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -579,6 +579,7 @@ public:
BIND2(instance_set_base, RID, RID)
BIND2(instance_set_scenario, RID, RID)
BIND2(instance_set_layer_mask, RID, uint32_t)
+ BIND3(instance_set_pivot_data, RID, float, bool)
BIND2(instance_set_transform, RID, const Transform &)
BIND2(instance_set_interpolated, RID, bool)
BIND1(instance_reset_physics_interpolation, RID)
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index 676b2f830d7..0ba9395767a 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -792,6 +792,14 @@ void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask)
instance->layer_mask = p_mask;
}
+void VisualServerScene::instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) {
+ Instance *instance = instance_owner.get(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->sorting_offset = p_sorting_offset;
+ instance->use_aabb_center = p_use_aabb_center;
+}
+
void VisualServerScene::instance_reset_physics_interpolation(RID p_instance) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
@@ -3267,11 +3275,14 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
Instance *ins = instance_cull_result[i];
if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
- Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
+ Vector3 center = ins->transform.origin;
+ if (ins->use_aabb_center) {
+ center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
+ }
if (p_cam_orthogonal) {
- ins->depth = near_plane.distance_to(aabb_center);
+ ins->depth = near_plane.distance_to(center) - ins->sorting_offset;
} else {
- ins->depth = p_cam_transform.origin.distance_to(aabb_center);
+ ins->depth = p_cam_transform.origin.distance_to(center) - ins->sorting_offset;
}
ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
}
diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h
index 826c1a9bee1..ef37a6f2bb4 100644
--- a/servers/visual/visual_server_scene.h
+++ b/servers/visual/visual_server_scene.h
@@ -311,6 +311,8 @@ public:
AABB aabb;
AABB transformed_aabb;
AABB *custom_aabb; // would using aabb directly with a bool be better?
+ float sorting_offset;
+ bool use_aabb_center;
float extra_margin;
uint32_t object_id;
@@ -371,6 +373,8 @@ public:
base_data = nullptr;
custom_aabb = nullptr;
+ sorting_offset = 0.0f;
+ use_aabb_center = false;
}
~Instance() {
@@ -614,6 +618,7 @@ public:
virtual void instance_set_base(RID p_instance, RID p_base);
virtual void instance_set_scenario(RID p_instance, RID p_scenario);
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
+ virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
virtual void instance_set_interpolated(RID p_instance, bool p_interpolated);
virtual void instance_reset_physics_interpolation(RID p_instance);
diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h
index 8b665d57002..1a321780f22 100644
--- a/servers/visual/visual_server_wrap_mt.h
+++ b/servers/visual/visual_server_wrap_mt.h
@@ -484,6 +484,7 @@ public:
FUNC2(instance_set_base, RID, RID)
FUNC2(instance_set_scenario, RID, RID)
FUNC2(instance_set_layer_mask, RID, uint32_t)
+ FUNC3(instance_set_pivot_data, RID, float, bool)
FUNC2(instance_set_transform, RID, const Transform &)
FUNC2(instance_set_interpolated, RID, bool)
FUNC1(instance_reset_physics_interpolation, RID)
diff --git a/servers/visual_server.h b/servers/visual_server.h
index a3f6878a7c5..f14060de72b 100644
--- a/servers/visual_server.h
+++ b/servers/visual_server.h
@@ -866,6 +866,7 @@ public:
virtual void instance_set_base(RID p_instance, RID p_base) = 0;
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
+ virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
virtual void instance_set_interpolated(RID p_instance, bool p_interpolated) = 0;
virtual void instance_reset_physics_interpolation(RID p_instance) = 0;