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- #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"
- 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,
- FACES_ENCLOSING = 2,
- FACES_DYNAMIC = 4
- };
- 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;
- 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
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