0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
172 lines
5.7 KiB
C++
172 lines
5.7 KiB
C++
/*************************************************************************/
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/* visual_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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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 VISUAL_INSTANCE_H
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#define VISUAL_INSTANCE_H
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#include "core/math/face3.h"
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#include "core/rid.h"
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#include "scene/3d/node_3d.h"
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#include "scene/resources/material.h"
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class VisualInstance3D : public Node3D {
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GDCLASS(VisualInstance3D, Node3D);
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OBJ_CATEGORY("3D Visual Nodes");
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RID base;
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RID instance;
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uint32_t layers;
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RID _get_visual_instance_rid() const;
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protected:
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void _update_visibility();
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum GetFacesFlags {
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FACES_SOLID = 1, // solid geometry
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FACES_ENCLOSING = 2,
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FACES_DYNAMIC = 4 // dynamic object geometry
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};
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RID get_instance() const;
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virtual AABB get_aabb() const = 0;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const = 0;
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virtual AABB get_transformed_aabb() const; // helper
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void set_base(const RID &p_base);
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RID get_base() const;
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void set_layer_mask(uint32_t p_mask);
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uint32_t get_layer_mask() const;
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void set_layer_mask_bit(int p_layer, bool p_enable);
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bool get_layer_mask_bit(int p_layer) const;
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VisualInstance3D();
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~VisualInstance3D();
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};
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class GeometryInstance3D : public VisualInstance3D {
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GDCLASS(GeometryInstance3D, VisualInstance3D);
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public:
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enum ShadowCastingSetting {
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SHADOW_CASTING_SETTING_OFF = RS::SHADOW_CASTING_SETTING_OFF,
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SHADOW_CASTING_SETTING_ON = RS::SHADOW_CASTING_SETTING_ON,
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SHADOW_CASTING_SETTING_DOUBLE_SIDED = RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
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SHADOW_CASTING_SETTING_SHADOWS_ONLY = RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
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};
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enum GIMode {
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GI_MODE_DISABLED,
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GI_MODE_BAKED,
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GI_MODE_DYNAMIC
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};
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enum LightmapScale {
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LIGHTMAP_SCALE_1X,
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LIGHTMAP_SCALE_2X,
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LIGHTMAP_SCALE_4X,
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LIGHTMAP_SCALE_8X,
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LIGHTMAP_SCALE_MAX,
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};
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private:
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ShadowCastingSetting shadow_casting_setting;
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Ref<Material> material_override;
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float lod_min_distance;
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float lod_max_distance;
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float lod_min_hysteresis;
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float lod_max_hysteresis;
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mutable HashMap<StringName, Variant> instance_uniforms;
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mutable HashMap<StringName, StringName> instance_uniform_property_remap;
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float extra_cull_margin;
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LightmapScale lightmap_scale;
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GIMode gi_mode;
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const StringName *_instance_uniform_get_remap(const StringName p_name) const;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
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ShadowCastingSetting get_cast_shadows_setting() const;
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void set_lod_min_distance(float p_dist);
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float get_lod_min_distance() const;
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void set_lod_max_distance(float p_dist);
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float get_lod_max_distance() const;
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void set_lod_min_hysteresis(float p_dist);
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float get_lod_min_hysteresis() const;
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void set_lod_max_hysteresis(float p_dist);
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float get_lod_max_hysteresis() const;
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void set_material_override(const Ref<Material> &p_material);
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Ref<Material> get_material_override() const;
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void set_extra_cull_margin(float p_margin);
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float get_extra_cull_margin() const;
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void set_gi_mode(GIMode p_mode);
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GIMode get_gi_mode() const;
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void set_lightmap_scale(LightmapScale p_scale);
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LightmapScale get_lightmap_scale() const;
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void set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value);
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Variant get_shader_instance_uniform(const StringName &p_uniform) const;
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void set_custom_aabb(AABB aabb);
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GeometryInstance3D();
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};
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VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);
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VARIANT_ENUM_CAST(GeometryInstance3D::LightmapScale);
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VARIANT_ENUM_CAST(GeometryInstance3D::GIMode);
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#endif
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