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- /*************************************************************************/
- /* visual_instance.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2017 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. */
- /*************************************************************************/
- #include "visual_instance.h"
- #include "scene/scene_string_names.h"
- #include "servers/visual_server.h"
- #include "skeleton.h"
- Rect3 VisualInstance::get_transformed_aabb() const {
- return get_global_transform().xform(get_aabb());
- }
- void VisualInstance::_update_visibility() {
- if (!is_inside_tree())
- return;
- _change_notify("visible");
- VS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
- }
- void VisualInstance::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_WORLD: {
- // CHECK SKELETON => moving skeleton attaching logic to MeshInstance
- /*
- Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
- if (skeleton)
- VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
- */
- VisualServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
- _update_visibility();
- } break;
- case NOTIFICATION_TRANSFORM_CHANGED: {
- Transform gt = get_global_transform();
- VisualServer::get_singleton()->instance_set_transform(instance, gt);
- } break;
- case NOTIFICATION_EXIT_WORLD: {
- VisualServer::get_singleton()->instance_set_scenario(instance, RID());
- VisualServer::get_singleton()->instance_attach_skeleton(instance, RID());
- //VS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
- } break;
- case NOTIFICATION_VISIBILITY_CHANGED: {
- _update_visibility();
- } break;
- }
- }
- RID VisualInstance::get_instance() const {
- return instance;
- }
- RID VisualInstance::_get_visual_instance_rid() const {
- return instance;
- }
- void VisualInstance::set_layer_mask(uint32_t p_mask) {
- layers = p_mask;
- VisualServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
- }
- uint32_t VisualInstance::get_layer_mask() const {
- return layers;
- }
- void VisualInstance::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
- ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
- ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance::set_layer_mask);
- ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance::get_layer_mask);
- ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
- }
- void VisualInstance::set_base(const RID &p_base) {
- VisualServer::get_singleton()->instance_set_base(instance, p_base);
- }
- VisualInstance::VisualInstance() {
- instance = VisualServer::get_singleton()->instance_create();
- VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
- layers = 1;
- set_notify_transform(true);
- }
- VisualInstance::~VisualInstance() {
- VisualServer::get_singleton()->free(instance);
- }
- void GeometryInstance::set_material_override(const Ref<Material> &p_material) {
- material_override = p_material;
- VS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
- }
- Ref<Material> GeometryInstance::get_material_override() const {
- return material_override;
- }
- void GeometryInstance::set_lod_min_distance(float p_dist) {
- lod_min_distance = p_dist;
- VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
- }
- float GeometryInstance::get_lod_min_distance() const {
- return lod_min_distance;
- }
- void GeometryInstance::set_lod_max_distance(float p_dist) {
- lod_max_distance = p_dist;
- VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
- }
- float GeometryInstance::get_lod_max_distance() const {
- return lod_max_distance;
- }
- void GeometryInstance::set_lod_min_hysteresis(float p_dist) {
- lod_min_hysteresis = p_dist;
- VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
- }
- float GeometryInstance::get_lod_min_hysteresis() const {
- return lod_min_hysteresis;
- }
- void GeometryInstance::set_lod_max_hysteresis(float p_dist) {
- lod_max_hysteresis = p_dist;
- VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
- }
- float GeometryInstance::get_lod_max_hysteresis() const {
- return lod_max_hysteresis;
- }
- void GeometryInstance::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_WORLD) {
- if (flags[FLAG_USE_BAKED_LIGHT]) {
- }
- } else if (p_what == NOTIFICATION_EXIT_WORLD) {
- if (flags[FLAG_USE_BAKED_LIGHT]) {
- }
- }
- }
- void GeometryInstance::set_flag(Flags p_flag, bool p_value) {
- ERR_FAIL_INDEX(p_flag, FLAG_MAX);
- if (flags[p_flag] == p_value)
- return;
- flags[p_flag] = p_value;
- VS::get_singleton()->instance_geometry_set_flag(get_instance(), (VS::InstanceFlags)p_flag, p_value);
- if (p_flag == FLAG_USE_BAKED_LIGHT) {
- }
- }
- bool GeometryInstance::get_flag(Flags p_flag) const {
- ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
- return flags[p_flag];
- }
- void GeometryInstance::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
- shadow_casting_setting = p_shadow_casting_setting;
- VS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (VS::ShadowCastingSetting)p_shadow_casting_setting);
- }
- GeometryInstance::ShadowCastingSetting GeometryInstance::get_cast_shadows_setting() const {
- return shadow_casting_setting;
- }
- void GeometryInstance::set_extra_cull_margin(float p_margin) {
- ERR_FAIL_COND(p_margin < 0);
- extra_cull_margin = p_margin;
- VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
- }
- float GeometryInstance::get_extra_cull_margin() const {
- return extra_cull_margin;
- }
- void GeometryInstance::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance::set_material_override);
- ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance::get_material_override);
- ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance::set_flag);
- ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance::get_flag);
- ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
- ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
- ClassDB::bind_method(D_METHOD("set_lod_max_hysteresis", "mode"), &GeometryInstance::set_lod_max_hysteresis);
- ClassDB::bind_method(D_METHOD("get_lod_max_hysteresis"), &GeometryInstance::get_lod_max_hysteresis);
- ClassDB::bind_method(D_METHOD("set_lod_max_distance", "mode"), &GeometryInstance::set_lod_max_distance);
- ClassDB::bind_method(D_METHOD("get_lod_max_distance"), &GeometryInstance::get_lod_max_distance);
- ClassDB::bind_method(D_METHOD("set_lod_min_hysteresis", "mode"), &GeometryInstance::set_lod_min_hysteresis);
- ClassDB::bind_method(D_METHOD("get_lod_min_hysteresis"), &GeometryInstance::get_lod_min_hysteresis);
- ClassDB::bind_method(D_METHOD("set_lod_min_distance", "mode"), &GeometryInstance::set_lod_min_distance);
- ClassDB::bind_method(D_METHOD("get_lod_min_distance"), &GeometryInstance::get_lod_min_distance);
- ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin);
- ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
- ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance::get_aabb);
- ADD_GROUP("Geometry", "");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"), "set_material_override", "get_material_override");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0"), "set_extra_cull_margin", "get_extra_cull_margin");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_in_baked_light"), "set_flag", "get_flag", FLAG_USE_BAKED_LIGHT);
- ADD_GROUP("LOD", "lod_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_distance", "get_lod_min_distance");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_hysteresis", "get_lod_min_hysteresis");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_distance", "get_lod_max_distance");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_hysteresis", "get_lod_max_hysteresis");
- //ADD_SIGNAL( MethodInfo("visibility_changed"));
- BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
- BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
- BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
- BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
- BIND_ENUM_CONSTANT(FLAG_USE_BAKED_LIGHT);
- BIND_ENUM_CONSTANT(FLAG_MAX);
- }
- GeometryInstance::GeometryInstance() {
- lod_min_distance = 0;
- lod_max_distance = 0;
- lod_min_hysteresis = 0;
- lod_max_hysteresis = 0;
- for (int i = 0; i < FLAG_MAX; i++) {
- flags[i] = false;
- }
- shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
- extra_cull_margin = 0;
- //VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
- }
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