virtualx-engine/scene/3d/visual_instance.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

178 lines
6 KiB
C++

/**************************************************************************/
/* visual_instance.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef VISUAL_INSTANCE_H
#define VISUAL_INSTANCE_H
#include "core/math/face3.h"
#include "core/rid.h"
#include "scene/3d/cull_instance.h"
#include "scene/resources/material.h"
class VisualInstance : public CullInstance {
GDCLASS(VisualInstance, CullInstance);
OBJ_CATEGORY("3D Visual Nodes");
RID base;
RID instance;
uint32_t layers;
float sorting_offset;
bool sorting_use_aabb_center;
RID _get_visual_instance_rid() const;
protected:
void _update_visibility();
virtual void _refresh_portal_mode();
virtual void _physics_interpolated_changed();
void set_instance_use_identity_transform(bool p_enable);
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);
RID get_base() const;
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;
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();
};
class GeometryInstance : public VisualInstance {
GDCLASS(GeometryInstance, VisualInstance);
public:
enum Flags {
FLAG_USE_BAKED_LIGHT = VS::INSTANCE_FLAG_USE_BAKED_LIGHT,
FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
FLAG_MAX = VS::INSTANCE_FLAG_MAX,
};
enum LightmapScale {
LIGHTMAP_SCALE_1X,
LIGHTMAP_SCALE_2X,
LIGHTMAP_SCALE_4X,
LIGHTMAP_SCALE_8X,
LIGHTMAP_SCALE_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];
bool generate_lightmap;
LightmapScale lightmap_scale;
ShadowCastingSetting shadow_casting_setting;
Ref<Material> material_override;
Ref<Material> material_overlay;
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_generate_lightmap(bool p_enabled);
bool get_generate_lightmap();
void set_lightmap_scale(LightmapScale p_scale);
LightmapScale get_lightmap_scale() 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;
virtual void set_material_override(const Ref<Material> &p_material);
Ref<Material> get_material_override() const;
virtual void set_material_overlay(const Ref<Material> &p_material);
Ref<Material> get_material_overlay() const;
void set_extra_cull_margin(float p_margin);
float get_extra_cull_margin() const;
void set_custom_aabb(AABB aabb);
GeometryInstance();
};
VARIANT_ENUM_CAST(GeometryInstance::Flags);
VARIANT_ENUM_CAST(GeometryInstance::LightmapScale);
VARIANT_ENUM_CAST(GeometryInstance::ShadowCastingSetting);
#endif // VISUAL_INSTANCE_H