d95794ec8a
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".
143 lines
5.2 KiB
C++
143 lines
5.2 KiB
C++
/**************************************************************************/
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/* renderer_geometry_instance.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "servers/rendering/renderer_geometry_instance.h"
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void RenderGeometryInstanceBase::set_skeleton(RID p_skeleton) {
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data->skeleton = p_skeleton;
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_mark_dirty();
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data->dirty_dependencies = true;
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}
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void RenderGeometryInstanceBase::set_material_override(RID p_override) {
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data->material_override = p_override;
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_mark_dirty();
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data->dirty_dependencies = true;
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}
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void RenderGeometryInstanceBase::set_material_overlay(RID p_overlay) {
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data->material_overlay = p_overlay;
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_mark_dirty();
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data->dirty_dependencies = true;
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}
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void RenderGeometryInstanceBase::set_surface_materials(const Vector<RID> &p_materials) {
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data->surface_materials = p_materials;
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_mark_dirty();
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data->dirty_dependencies = true;
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}
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void RenderGeometryInstanceBase::set_mesh_instance(RID p_mesh_instance) {
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mesh_instance = p_mesh_instance;
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_mark_dirty();
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}
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void RenderGeometryInstanceBase::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
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transform = p_transform;
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mirror = p_transform.basis.determinant() < 0;
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data->aabb = p_aabb;
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transformed_aabb = p_transformed_aabb;
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Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
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// handle non uniform scale here
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float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
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float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
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non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
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lod_model_scale = max_scale;
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}
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void RenderGeometryInstanceBase::set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) {
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sorting_offset = p_sorting_offset;
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use_aabb_center = p_use_aabb_center;
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}
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void RenderGeometryInstanceBase::set_lod_bias(float p_lod_bias) {
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lod_bias = p_lod_bias;
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}
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void RenderGeometryInstanceBase::set_layer_mask(uint32_t p_layer_mask) {
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layer_mask = p_layer_mask;
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}
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void RenderGeometryInstanceBase::set_fade_range(bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {
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fade_near = p_enable_near;
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fade_near_begin = p_near_begin;
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fade_near_end = p_near_end;
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fade_far = p_enable_far;
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fade_far_begin = p_far_begin;
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fade_far_end = p_far_end;
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}
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void RenderGeometryInstanceBase::set_parent_fade_alpha(float p_alpha) {
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parent_fade_alpha = p_alpha;
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}
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void RenderGeometryInstanceBase::set_transparency(float p_transparency) {
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force_alpha = CLAMP(1.0 - p_transparency, 0, 1);
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}
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void RenderGeometryInstanceBase::set_use_baked_light(bool p_enable) {
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data->use_baked_light = p_enable;
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_mark_dirty();
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}
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void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) {
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data->use_dynamic_gi = p_enable;
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_mark_dirty();
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}
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void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) {
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shader_uniforms_offset = p_offset;
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_mark_dirty();
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}
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void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) {
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data->cast_double_sided_shadows = p_enable;
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_mark_dirty();
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}
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Transform3D RenderGeometryInstanceBase::get_transform() {
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return transform;
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}
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AABB RenderGeometryInstanceBase::get_aabb() {
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return data->aabb;
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}
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