virtualx-engine/scene/3d/visual_instance_3d.cpp
Ricardo Buring 2f8ab4a654 Fixed Timestep Interpolation (3D)
Adds 3D fixed timestep interpolation to the rendering server.
This does not yet include support for multimeshes or particles.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-07-07 22:15:23 +02:00

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/**************************************************************************/
/* visual_instance_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#include "visual_instance_3d.h"
#include "core/config/project_settings.h"
AABB VisualInstance3D::get_aabb() const {
AABB ret;
GDVIRTUAL_CALL(_get_aabb, ret);
return ret;
}
void VisualInstance3D::_update_visibility() {
if (!is_inside_tree()) {
return;
}
bool already_visible = _is_vi_visible();
bool visible = is_visible_in_tree();
_set_vi_visible(visible);
// If making visible, make sure the rendering server is up to date with the transform.
if (visible && !already_visible) {
if (!_is_using_identity_transform()) {
Transform3D gt = get_global_transform();
RS::get_singleton()->instance_set_transform(instance, gt);
}
}
RS::get_singleton()->instance_set_visible(instance, visible);
}
void VisualInstance3D::_physics_interpolated_changed() {
RenderingServer::get_singleton()->instance_set_interpolated(instance, is_physics_interpolated());
}
void VisualInstance3D::set_instance_use_identity_transform(bool p_enable) {
// Prevent sending instance transforms when using global coordinates.
_set_use_identity_transform(p_enable);
if (is_inside_tree()) {
if (p_enable) {
// Want to make sure instance is using identity transform.
RS::get_singleton()->instance_set_transform(instance, Transform3D());
} else {
// Want to make sure instance is up to date.
RS::get_singleton()->instance_set_transform(instance, get_global_transform());
}
}
}
void VisualInstance3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
ERR_FAIL_COND(get_world_3d().is_null());
RenderingServer::get_singleton()->instance_set_scenario(instance, get_world_3d()->get_scenario());
_update_visibility();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (_is_vi_visible() || is_physics_interpolated_and_enabled()) {
if (!_is_using_identity_transform()) {
RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
// For instance when first adding to the tree, when the previous transform is
// unset, to prevent streaking from the origin.
if (_is_physics_interpolation_reset_requested() && is_physics_interpolated_and_enabled() && is_inside_tree()) {
if (_is_vi_visible()) {
_notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
}
_set_physics_interpolation_reset_requested(false);
}
}
}
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (_is_vi_visible() && is_physics_interpolated() && is_inside_tree()) {
// We must ensure the RenderingServer transform is up to date before resetting.
// This is because NOTIFICATION_TRANSFORM_CHANGED is deferred,
// and cannot be relied to be called in order before NOTIFICATION_RESET_PHYSICS_INTERPOLATION.
if (!_is_using_identity_transform()) {
RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
}
RenderingServer::get_singleton()->instance_reset_physics_interpolation(instance);
}
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
else if (GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
String node_name = is_inside_tree() ? String(get_path()) : String(get_name());
if (!_is_vi_visible()) {
WARN_PRINT("[Physics interpolation] NOTIFICATION_RESET_PHYSICS_INTERPOLATION only works with unhidden nodes: \"" + node_name + "\".");
}
if (!is_physics_interpolated()) {
WARN_PRINT("[Physics interpolation] NOTIFICATION_RESET_PHYSICS_INTERPOLATION only works with interpolated nodes: \"" + node_name + "\".");
}
}
#endif
} break;
case NOTIFICATION_EXIT_WORLD: {
RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
_set_vi_visible(false);
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_visibility();
} break;
}
}
RID VisualInstance3D::get_instance() const {
return instance;
}
void VisualInstance3D::set_layer_mask(uint32_t p_mask) {
layers = p_mask;
RenderingServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
}
uint32_t VisualInstance3D::get_layer_mask() const {
return layers;
}
void VisualInstance3D::set_layer_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Render layer number must be between 1 and 20 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 20, "Render layer number must be between 1 and 20 inclusive.");
uint32_t mask = get_layer_mask();
if (p_value) {
mask |= 1 << (p_layer_number - 1);
} else {
mask &= ~(1 << (p_layer_number - 1));
}
set_layer_mask(mask);
}
bool VisualInstance3D::get_layer_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Render layer number must be between 1 and 20 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 20, false, "Render layer number must be between 1 and 20 inclusive.");
return layers & (1 << (p_layer_number - 1));
}
void VisualInstance3D::set_sorting_offset(float p_offset) {
sorting_offset = p_offset;
RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
}
float VisualInstance3D::get_sorting_offset() const {
return sorting_offset;
}
void VisualInstance3D::set_sorting_use_aabb_center(bool p_enabled) {
sorting_use_aabb_center = p_enabled;
RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
}
bool VisualInstance3D::is_sorting_use_aabb_center() const {
return sorting_use_aabb_center;
}
void VisualInstance3D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "sorting_offset" || p_property.name == "sorting_use_aabb_center") {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
void VisualInstance3D::_bind_methods() {
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_value", "layer_number", "value"), &VisualInstance3D::set_layer_mask_value);
ClassDB::bind_method(D_METHOD("get_layer_mask_value", "layer_number"), &VisualInstance3D::get_layer_mask_value);
ClassDB::bind_method(D_METHOD("set_sorting_offset", "offset"), &VisualInstance3D::set_sorting_offset);
ClassDB::bind_method(D_METHOD("get_sorting_offset"), &VisualInstance3D::get_sorting_offset);
ClassDB::bind_method(D_METHOD("set_sorting_use_aabb_center", "enabled"), &VisualInstance3D::set_sorting_use_aabb_center);
ClassDB::bind_method(D_METHOD("is_sorting_use_aabb_center"), &VisualInstance3D::is_sorting_use_aabb_center);
GDVIRTUAL_BIND(_get_aabb);
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::FLOAT, "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 VisualInstance3D::set_base(const RID &p_base) {
RenderingServer::get_singleton()->instance_set_base(instance, p_base);
base = p_base;
}
RID VisualInstance3D::get_base() const {
return base;
}
VisualInstance3D::VisualInstance3D() {
instance = RenderingServer::get_singleton()->instance_create();
RenderingServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
set_notify_transform(true);
}
VisualInstance3D::~VisualInstance3D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(instance);
}
void GeometryInstance3D::set_material_override(const Ref<Material> &p_material) {
if (material_override.is_valid()) {
material_override->disconnect(CoreStringName(property_list_changed), callable_mp((Object *)this, &Object::notify_property_list_changed));
}
material_override = p_material;
if (material_override.is_valid()) {
material_override->connect(CoreStringName(property_list_changed), callable_mp((Object *)this, &Object::notify_property_list_changed));
}
RS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
}
Ref<Material> GeometryInstance3D::get_material_override() const {
return material_override;
}
void GeometryInstance3D::set_material_overlay(const Ref<Material> &p_material) {
material_overlay = p_material;
RS::get_singleton()->instance_geometry_set_material_overlay(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
}
Ref<Material> GeometryInstance3D::get_material_overlay() const {
return material_overlay;
}
void GeometryInstance3D::set_transparency(float p_transparency) {
transparency = CLAMP(p_transparency, 0.0f, 1.0f);
RS::get_singleton()->instance_geometry_set_transparency(get_instance(), transparency);
update_configuration_warnings();
}
float GeometryInstance3D::get_transparency() const {
return transparency;
}
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, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
update_configuration_warnings();
}
float GeometryInstance3D::get_visibility_range_begin() const {
return visibility_range_begin;
}
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, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
update_configuration_warnings();
}
float GeometryInstance3D::get_visibility_range_end() const {
return visibility_range_end;
}
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, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
update_configuration_warnings();
}
float GeometryInstance3D::get_visibility_range_begin_margin() const {
return visibility_range_begin_margin;
}
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, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
update_configuration_warnings();
}
float GeometryInstance3D::get_visibility_range_end_margin() const {
return visibility_range_end_margin;
}
void GeometryInstance3D::set_visibility_range_fade_mode(VisibilityRangeFadeMode p_mode) {
visibility_range_fade_mode = p_mode;
RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
update_configuration_warnings();
}
GeometryInstance3D::VisibilityRangeFadeMode GeometryInstance3D::get_visibility_range_fade_mode() const {
return visibility_range_fade_mode;
}
const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringName &p_name) const {
StringName *r = instance_shader_parameter_property_remap.getptr(p_name);
if (!r) {
String s = p_name;
#ifndef DISABLE_DEPRECATED
if (s.begins_with("shader_uniforms/")) {
s = s.replace("shader_uniforms/", "instance_shader_parameters/");
}
#endif // DISABLE_DEPRECATED
if (s.begins_with("instance_shader_parameters/")) {
StringName pname = StringName(s);
StringName name = s.replace("instance_shader_parameters/", "");
instance_shader_parameter_property_remap[pname] = name;
return instance_shader_parameter_property_remap.getptr(pname);
}
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_instance_shader_parameter(*r, p_value);
return true;
}
#ifndef DISABLE_DEPRECATED
if (p_name == SNAME("use_in_baked_light") && bool(p_value)) {
set_gi_mode(GI_MODE_STATIC);
return true;
}
if (p_name == SNAME("use_dynamic_gi") && bool(p_value)) {
set_gi_mode(GI_MODE_DYNAMIC);
return true;
}
#endif // DISABLE_DEPRECATED
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_instance_shader_parameter(*r);
return true;
}
return false;
}
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);
for (PropertyInfo &pi : pinfo) {
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_shader_parameters.has(pi.name)) {
pi.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | (has_def_value ? (PROPERTY_USAGE_CHECKABLE | PROPERTY_USAGE_CHECKED) : PROPERTY_USAGE_NONE);
} else {
pi.usage = PROPERTY_USAGE_EDITOR | (has_def_value ? PROPERTY_USAGE_CHECKABLE : PROPERTY_USAGE_NONE); //do not save if not changed
}
pi.name = "instance_shader_parameters/" + pi.name;
p_list->push_back(pi);
}
}
void GeometryInstance3D::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
shadow_casting_setting = p_shadow_casting_setting;
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (RS::ShadowCastingSetting)p_shadow_casting_setting);
}
GeometryInstance3D::ShadowCastingSetting GeometryInstance3D::get_cast_shadows_setting() const {
return shadow_casting_setting;
}
void GeometryInstance3D::set_extra_cull_margin(float p_margin) {
ERR_FAIL_COND(p_margin < 0);
extra_cull_margin = p_margin;
RS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
}
float GeometryInstance3D::get_extra_cull_margin() const {
return extra_cull_margin;
}
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;
}
void GeometryInstance3D::set_instance_shader_parameter(const StringName &p_name, 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_name);
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_name, def_value);
instance_shader_parameters.erase(p_value);
} else {
instance_shader_parameters[p_name] = p_value;
if (p_value.get_type() == Variant::OBJECT) {
RID tex_id = p_value;
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_name, tex_id);
} else {
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_name, p_value);
}
}
}
Variant GeometryInstance3D::get_instance_shader_parameter(const StringName &p_name) const {
return RS::get_singleton()->instance_geometry_get_shader_parameter(get_instance(), p_name);
}
void GeometryInstance3D::set_custom_aabb(AABB p_aabb) {
if (p_aabb == custom_aabb) {
return;
}
custom_aabb = p_aabb;
RS::get_singleton()->instance_set_custom_aabb(get_instance(), custom_aabb);
update_gizmos();
}
AABB GeometryInstance3D::get_custom_aabb() const {
return custom_aabb;
}
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_STATIC: {
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;
}
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;
}
PackedStringArray GeometryInstance3D::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
if (!Math::is_zero_approx(visibility_range_end) && visibility_range_end <= visibility_range_begin) {
warnings.push_back(RTR("The GeometryInstance3D visibility range's End distance is set to a non-zero value, but is lower than the Begin distance.\nThis means the GeometryInstance3D will never be visible.\nTo resolve this, set the End distance to 0 or to a value greater than the Begin distance."));
}
if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && !Math::is_zero_approx(visibility_range_begin) && Math::is_zero_approx(visibility_range_begin_margin)) {
warnings.push_back(RTR("The GeometryInstance3D is configured to fade in smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range Begin Margin above 0."));
}
if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && !Math::is_zero_approx(visibility_range_end) && Math::is_zero_approx(visibility_range_end_margin)) {
warnings.push_back(RTR("The GeometryInstance3D is configured to fade out smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range End Margin above 0."));
}
if (!Math::is_zero_approx(transparency) && OS::get_singleton()->get_current_rendering_method() != "forward_plus") {
warnings.push_back(RTR("GeometryInstance3D transparency is only available when using the Forward+ rendering method."));
}
if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && OS::get_singleton()->get_current_rendering_method() != "forward_plus") {
warnings.push_back(RTR("GeometryInstance3D visibility range transparency fade is only available when using the Forward+ rendering method."));
}
return warnings;
}
void GeometryInstance3D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "sorting_offset" || p_property.name == "sorting_use_aabb_center") {
p_property.usage = PROPERTY_USAGE_DEFAULT;
}
}
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);
ClassDB::bind_method(D_METHOD("set_material_overlay", "material"), &GeometryInstance3D::set_material_overlay);
ClassDB::bind_method(D_METHOD("get_material_overlay"), &GeometryInstance3D::get_material_overlay);
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);
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);
ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &GeometryInstance3D::set_transparency);
ClassDB::bind_method(D_METHOD("get_transparency"), &GeometryInstance3D::get_transparency);
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);
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);
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);
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);
ClassDB::bind_method(D_METHOD("set_visibility_range_fade_mode", "mode"), &GeometryInstance3D::set_visibility_range_fade_mode);
ClassDB::bind_method(D_METHOD("get_visibility_range_fade_mode"), &GeometryInstance3D::get_visibility_range_fade_mode);
ClassDB::bind_method(D_METHOD("set_instance_shader_parameter", "name", "value"), &GeometryInstance3D::set_instance_shader_parameter);
ClassDB::bind_method(D_METHOD("get_instance_shader_parameter", "name"), &GeometryInstance3D::get_instance_shader_parameter);
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);
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);
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);
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance3D::set_custom_aabb);
ClassDB::bind_method(D_METHOD("get_custom_aabb"), &GeometryInstance3D::get_custom_aabb);
ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance3D::get_aabb);
ADD_GROUP("Geometry", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT), "set_material_override", "get_material_override");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT), "set_material_overlay", "get_material_overlay");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "transparency", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_transparency", "get_transparency");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01,suffix:m"), "set_extra_cull_margin", "get_extra_cull_margin");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, "suffix:m"), "set_custom_aabb", "get_custom_aabb");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_bias", PROPERTY_HINT_RANGE, "0.001,128,0.001"), "set_lod_bias", "get_lod_bias");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_occlusion_culling"), "set_ignore_occlusion_culling", "is_ignoring_occlusion_culling");
ADD_GROUP("Global Illumination", "gi_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Static,Dynamic"), "set_gi_mode", "get_gi_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_lightmap_scale", PROPERTY_HINT_ENUM, String::utf8("1×,2×,4×,8×")), "set_lightmap_scale", "get_lightmap_scale");
ADD_GROUP("Visibility Range", "visibility_range_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "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,or_greater,suffix:m"), "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,or_greater,suffix:m"), "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,or_greater,suffix:m"), "set_visibility_range_end_margin", "get_visibility_range_end_margin");
ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_range_fade_mode", PROPERTY_HINT_ENUM, "Disabled,Self,Dependencies"), "set_visibility_range_fade_mode", "get_visibility_range_fade_mode");
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);
BIND_ENUM_CONSTANT(GI_MODE_DISABLED);
BIND_ENUM_CONSTANT(GI_MODE_STATIC);
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);
BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DISABLED);
BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_SELF);
BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DEPENDENCIES);
}
GeometryInstance3D::GeometryInstance3D() {
}
GeometryInstance3D::~GeometryInstance3D() {
if (material_overlay.is_valid()) {
set_material_overlay(Ref<Material>());
}
if (material_override.is_valid()) {
set_material_override(Ref<Material>());
}
}