b16c309f82
Happy new year to the wonderful Godot community!
146 lines
4.9 KiB
C++
146 lines
4.9 KiB
C++
/*************************************************************************/
|
|
/* visual_instance.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
|
|
/* */
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef VISUAL_INSTANCE_H
|
|
#define VISUAL_INSTANCE_H
|
|
|
|
#include "core/math/face3.h"
|
|
#include "core/rid.h"
|
|
#include "scene/3d/spatial.h"
|
|
#include "scene/resources/material.h"
|
|
/**
|
|
@author Juan Linietsky <reduzio@gmail.com>
|
|
*/
|
|
class VisualInstance : public Spatial {
|
|
|
|
GDCLASS(VisualInstance, Spatial);
|
|
OBJ_CATEGORY("3D Visual Nodes");
|
|
|
|
RID instance;
|
|
uint32_t layers;
|
|
|
|
RID _get_visual_instance_rid() const;
|
|
|
|
protected:
|
|
void _update_visibility();
|
|
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
enum GetFacesFlags {
|
|
FACES_SOLID = 1, // solid geometry
|
|
FACES_ENCLOSING = 2,
|
|
FACES_DYNAMIC = 4 // dynamic object geometry
|
|
|
|
};
|
|
|
|
RID get_instance() const;
|
|
virtual AABB get_aabb() const = 0;
|
|
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const = 0;
|
|
|
|
virtual AABB get_transformed_aabb() const; // helper
|
|
|
|
void set_base(const RID &p_base);
|
|
|
|
void set_layer_mask(uint32_t p_mask);
|
|
uint32_t get_layer_mask() const;
|
|
|
|
void set_layer_mask_bit(int p_layer, bool p_enable);
|
|
bool get_layer_mask_bit(int p_layer) const;
|
|
|
|
VisualInstance();
|
|
~VisualInstance();
|
|
};
|
|
|
|
class GeometryInstance : public VisualInstance {
|
|
|
|
GDCLASS(GeometryInstance, VisualInstance);
|
|
|
|
public:
|
|
enum Flags {
|
|
FLAG_USE_BAKED_LIGHT = VS::INSTANCE_FLAG_USE_BAKED_LIGHT,
|
|
FLAG_MAX = VS::INSTANCE_FLAG_MAX,
|
|
};
|
|
|
|
enum ShadowCastingSetting {
|
|
SHADOW_CASTING_SETTING_OFF = VS::SHADOW_CASTING_SETTING_OFF,
|
|
SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON,
|
|
SHADOW_CASTING_SETTING_DOUBLE_SIDED = VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
|
|
SHADOW_CASTING_SETTING_SHADOWS_ONLY = VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
|
|
};
|
|
|
|
private:
|
|
bool flags[FLAG_MAX];
|
|
ShadowCastingSetting shadow_casting_setting;
|
|
Ref<Material> material_override;
|
|
float lod_min_distance;
|
|
float lod_max_distance;
|
|
float lod_min_hysteresis;
|
|
float lod_max_hysteresis;
|
|
|
|
float extra_cull_margin;
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_flag(Flags p_flag, bool p_value);
|
|
bool get_flag(Flags p_flag) const;
|
|
|
|
void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
|
|
ShadowCastingSetting get_cast_shadows_setting() const;
|
|
|
|
void set_lod_min_distance(float p_dist);
|
|
float get_lod_min_distance() const;
|
|
|
|
void set_lod_max_distance(float p_dist);
|
|
float get_lod_max_distance() const;
|
|
|
|
void set_lod_min_hysteresis(float p_dist);
|
|
float get_lod_min_hysteresis() const;
|
|
|
|
void set_lod_max_hysteresis(float p_dist);
|
|
float get_lod_max_hysteresis() const;
|
|
|
|
void set_material_override(const Ref<Material> &p_material);
|
|
Ref<Material> get_material_override() const;
|
|
|
|
void set_extra_cull_margin(float p_margin);
|
|
float get_extra_cull_margin() const;
|
|
|
|
GeometryInstance();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(GeometryInstance::Flags);
|
|
VARIANT_ENUM_CAST(GeometryInstance::ShadowCastingSetting);
|
|
|
|
#endif
|