Implement per-instance custom bounding box

# Conflicts:
#	servers/visual/visual_server_scene.h
This commit is contained in:
Marc Gilleron 2017-11-20 20:54:26 +01:00
parent 396218179c
commit 17b9accd0c
5 changed files with 59 additions and 4 deletions

View file

@ -504,6 +504,8 @@ public:
BIND3(instance_set_surface_material, RID, int, RID)
BIND2(instance_set_visible, RID, bool)
BIND2(instance_set_custom_aabb, RID, AABB)
BIND2(instance_attach_skeleton, RID, RID)
BIND2(instance_set_exterior, RID, bool)

View file

@ -587,6 +587,36 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
}
}
inline bool is_geometry_instance(VisualServer::InstanceType p_type) {
return p_type == VS::INSTANCE_MESH || p_type == VS::INSTANCE_MULTIMESH || p_type == VS::INSTANCE_PARTICLES || p_type == VS::INSTANCE_IMMEDIATE;
}
void VisualServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
if(p_aabb != AABB()) {
// Set custom AABB
if (instance->custom_aabb == NULL)
instance->custom_aabb = memnew(AABB);
*instance->custom_aabb = p_aabb;
} else {
// Clear custom AABB
if (instance->custom_aabb != NULL) {
memdelete(instance->custom_aabb);
instance->custom_aabb = NULL;
}
}
if (instance->scenario)
_instance_queue_update(instance, true, false);
}
void VisualServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
Instance *instance = instance_owner.get(p_instance);
@ -828,23 +858,35 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
} break;
case VisualServer::INSTANCE_MESH: {
new_aabb = VSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
if (p_instance->custom_aabb)
new_aabb = *p_instance->custom_aabb;
else
new_aabb = VSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
} break;
case VisualServer::INSTANCE_MULTIMESH: {
new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
if (p_instance->custom_aabb)
new_aabb = *p_instance->custom_aabb;
else
new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
} break;
case VisualServer::INSTANCE_IMMEDIATE: {
new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
if (p_instance->custom_aabb)
new_aabb = *p_instance->custom_aabb;
else
new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
} break;
case VisualServer::INSTANCE_PARTICLES: {
new_aabb = VSG::storage->particles_get_aabb(p_instance->base);
if (p_instance->custom_aabb)
new_aabb = *p_instance->custom_aabb;
else
new_aabb = VSG::storage->particles_get_aabb(p_instance->base);
} break;
case VisualServer::INSTANCE_LIGHT: {
@ -866,6 +908,7 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
default: {}
}
// <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
if (p_instance->extra_margin)
new_aabb.grow_by(p_instance->extra_margin);

View file

@ -197,6 +197,7 @@ public:
AABB aabb;
AABB transformed_aabb;
AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
float extra_margin;
uint32_t object_ID;
@ -251,12 +252,16 @@ public:
last_frame_pass = 0;
version = 1;
base_data = NULL;
custom_aabb = NULL;
}
~Instance() {
if (base_data)
memdelete(base_data);
if (custom_aabb)
memdelete(custom_aabb);
}
};
@ -460,6 +465,8 @@ public:
virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
virtual void instance_set_visible(RID p_instance, bool p_visible);
virtual void instance_set_custom_aabb(RID p_insatnce, AABB aabb);
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
virtual void instance_set_exterior(RID p_instance, bool p_enabled);

View file

@ -424,6 +424,7 @@ public:
FUNC3(instance_set_blend_shape_weight, RID, int, float)
FUNC3(instance_set_surface_material, RID, int, RID)
FUNC2(instance_set_visible, RID, bool)
FUNC2(instance_set_custom_aabb, RID, AABB)
FUNC2(instance_attach_skeleton, RID, RID)
FUNC2(instance_set_exterior, RID, bool)

View file

@ -753,6 +753,8 @@ public:
virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0;
virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
virtual void instance_set_custom_aabb(RID p_instance, AABB aabb) = 0;
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;