123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147 |
- /*************************************************************************/
- /* 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
|