/*************************************************************************/ /* visual_instance.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 "baked_light_instance.h" #include "room_instance.h" #include "scene/scene_string_names.h" #include "servers/visual_server.h" #include "skeleton.h" AABB VisualInstance::get_transformed_aabb() const { return get_global_transform().xform(get_aabb()); } void VisualInstance::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_WORLD: { // CHECK ROOM Spatial *parent = get_parent_spatial(); Room *room = NULL; bool is_geom = cast_to(); while (parent) { room = parent->cast_to(); if (room) break; if (is_geom && parent->cast_to()) { VS::get_singleton()->instance_geometry_set_baked_light_sampler(get_instance(), parent->cast_to()->get_instance()); break; } parent = parent->get_parent_spatial(); } if (room) { VisualServer::get_singleton()->instance_set_room(instance, room->get_instance()); } // CHECK SKELETON => moving skeleton attaching logic to MeshInstance /* Skeleton *skeleton=get_parent()?get_parent()->cast_to():NULL; if (skeleton) VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() ); */ VisualServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario()); } 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_set_room(instance, RID()); VisualServer::get_singleton()->instance_attach_skeleton(instance, RID()); VS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID()); } 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() { ObjectTypeDB::bind_method(_MD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid); ObjectTypeDB::bind_method(_MD("set_base", "base"), &VisualInstance::set_base); ObjectTypeDB::bind_method(_MD("set_layer_mask", "mask"), &VisualInstance::set_layer_mask); ObjectTypeDB::bind_method(_MD("get_layer_mask"), &VisualInstance::get_layer_mask); ObjectTypeDB::bind_method(_MD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb); ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_ALL_FLAGS), _SCS("set_layer_mask"), _SCS("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; } VisualInstance::~VisualInstance() { VisualServer::get_singleton()->free(instance); } void GeometryInstance::set_material_override(const Ref &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 GeometryInstance::get_material_override() const { return material_override; } void GeometryInstance::set_draw_range_begin(float p_dist) { draw_begin = p_dist; VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), draw_begin, draw_end); } float GeometryInstance::get_draw_range_begin() const { return draw_begin; } void GeometryInstance::set_draw_range_end(float p_dist) { draw_end = p_dist; VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), draw_begin, draw_end); } float GeometryInstance::get_draw_range_end() const { return draw_end; } void GeometryInstance::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_WORLD) { if (flags[FLAG_USE_BAKED_LIGHT]) { _find_baked_light(); } _update_visibility(); } else if (p_what == NOTIFICATION_EXIT_WORLD) { if (flags[FLAG_USE_BAKED_LIGHT]) { if (baked_light_instance) { baked_light_instance->disconnect(SceneStringNames::get_singleton()->baked_light_changed, this, SceneStringNames::get_singleton()->_baked_light_changed); baked_light_instance = NULL; } _baked_light_changed(); } } if (p_what == NOTIFICATION_VISIBILITY_CHANGED) { _update_visibility(); } } void GeometryInstance::_baked_light_changed() { if (!baked_light_instance) VS::get_singleton()->instance_geometry_set_baked_light(get_instance(), RID()); else VS::get_singleton()->instance_geometry_set_baked_light(get_instance(), baked_light_instance->get_baked_light_instance()); } void GeometryInstance::_find_baked_light() { Node *n = get_parent(); while (n) { BakedLightInstance *bl = n->cast_to(); if (bl) { baked_light_instance = bl; baked_light_instance->connect(SceneStringNames::get_singleton()->baked_light_changed, this, SceneStringNames::get_singleton()->_baked_light_changed); _baked_light_changed(); return; } n = n->get_parent(); } _baked_light_changed(); } void GeometryInstance::_update_visibility() { if (!is_inside_tree()) return; _change_notify("geometry/visible"); VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_VISIBLE, is_visible() && flags[FLAG_VISIBLE]); } void GeometryInstance::set_flag(Flags p_flag, bool p_value) { ERR_FAIL_INDEX(p_flag, FLAG_MAX); if (p_flag == FLAG_CAST_SHADOW) { if (p_value == true) { set_cast_shadows_setting(SHADOW_CASTING_SETTING_ON); } else { set_cast_shadows_setting(SHADOW_CASTING_SETTING_OFF); } } 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_VISIBLE) { _update_visibility(); } if (p_flag == FLAG_USE_BAKED_LIGHT) { if (is_inside_world()) { if (!p_value) { if (baked_light_instance) { baked_light_instance->disconnect(SceneStringNames::get_singleton()->baked_light_changed, this, SceneStringNames::get_singleton()->_baked_light_changed); baked_light_instance = NULL; } _baked_light_changed(); } else { _find_baked_light(); } } } } bool GeometryInstance::get_flag(Flags p_flag) const { ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); if (p_flag == FLAG_CAST_SHADOW) { if (shadow_casting_setting == SHADOW_CASTING_SETTING_OFF) { return false; } else { return true; } } 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_baked_light_texture_id(int p_id) { baked_light_texture_id = p_id; VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(), baked_light_texture_id); } int GeometryInstance::get_baked_light_texture_id() const { return baked_light_texture_id; } 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() { ObjectTypeDB::bind_method(_MD("set_material_override", "material"), &GeometryInstance::set_material_override); ObjectTypeDB::bind_method(_MD("get_material_override"), &GeometryInstance::get_material_override); ObjectTypeDB::bind_method(_MD("set_flag", "flag", "value"), &GeometryInstance::set_flag); ObjectTypeDB::bind_method(_MD("get_flag", "flag"), &GeometryInstance::get_flag); ObjectTypeDB::bind_method(_MD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting); ObjectTypeDB::bind_method(_MD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting); ObjectTypeDB::bind_method(_MD("set_draw_range_begin", "mode"), &GeometryInstance::set_draw_range_begin); ObjectTypeDB::bind_method(_MD("get_draw_range_begin"), &GeometryInstance::get_draw_range_begin); ObjectTypeDB::bind_method(_MD("set_draw_range_end", "mode"), &GeometryInstance::set_draw_range_end); ObjectTypeDB::bind_method(_MD("get_draw_range_end"), &GeometryInstance::get_draw_range_end); ObjectTypeDB::bind_method(_MD("set_baked_light_texture_id", "id"), &GeometryInstance::set_baked_light_texture_id); ObjectTypeDB::bind_method(_MD("get_baked_light_texture_id"), &GeometryInstance::get_baked_light_texture_id); ObjectTypeDB::bind_method(_MD("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin); ObjectTypeDB::bind_method(_MD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin); ObjectTypeDB::bind_method(_MD("get_aabb"), &GeometryInstance::get_aabb); ObjectTypeDB::bind_method(_MD("_baked_light_changed"), &GeometryInstance::_baked_light_changed); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "geometry/visible"), _SCS("set_flag"), _SCS("get_flag"), FLAG_VISIBLE); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "geometry/material_override", PROPERTY_HINT_RESOURCE_TYPE, "Material"), _SCS("set_material_override"), _SCS("get_material_override")); ADD_PROPERTY(PropertyInfo(Variant::INT, "geometry/cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), _SCS("set_cast_shadows_setting"), _SCS("get_cast_shadows_setting")); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "geometry/receive_shadows"), _SCS("set_flag"), _SCS("get_flag"), FLAG_RECEIVE_SHADOWS); ADD_PROPERTY(PropertyInfo(Variant::INT, "geometry/range_begin", PROPERTY_HINT_RANGE, "0,32768,0.01"), _SCS("set_draw_range_begin"), _SCS("get_draw_range_begin")); ADD_PROPERTY(PropertyInfo(Variant::INT, "geometry/range_end", PROPERTY_HINT_RANGE, "0,32768,0.01"), _SCS("set_draw_range_end"), _SCS("get_draw_range_end")); ADD_PROPERTY(PropertyInfo(Variant::REAL, "geometry/extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0"), _SCS("set_extra_cull_margin"), _SCS("get_extra_cull_margin")); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "geometry/billboard"), _SCS("set_flag"), _SCS("get_flag"), FLAG_BILLBOARD); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "geometry/billboard_y"), _SCS("set_flag"), _SCS("get_flag"), FLAG_BILLBOARD_FIX_Y); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "geometry/depth_scale"), _SCS("set_flag"), _SCS("get_flag"), FLAG_DEPH_SCALE); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "geometry/visible_in_all_rooms"), _SCS("set_flag"), _SCS("get_flag"), FLAG_VISIBLE_IN_ALL_ROOMS); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "geometry/use_baked_light"), _SCS("set_flag"), _SCS("get_flag"), FLAG_USE_BAKED_LIGHT); ADD_PROPERTY(PropertyInfo(Variant::INT, "geometry/baked_light_tex_id"), _SCS("set_baked_light_texture_id"), _SCS("get_baked_light_texture_id")); // ADD_SIGNAL( MethodInfo("visibility_changed")); BIND_CONSTANT(FLAG_VISIBLE); BIND_CONSTANT(FLAG_CAST_SHADOW); BIND_CONSTANT(FLAG_RECEIVE_SHADOWS); BIND_CONSTANT(FLAG_BILLBOARD); BIND_CONSTANT(FLAG_BILLBOARD_FIX_Y); BIND_CONSTANT(FLAG_DEPH_SCALE); BIND_CONSTANT(FLAG_VISIBLE_IN_ALL_ROOMS); BIND_CONSTANT(FLAG_MAX); BIND_CONSTANT(SHADOW_CASTING_SETTING_OFF); BIND_CONSTANT(SHADOW_CASTING_SETTING_ON); BIND_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED); BIND_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY); } GeometryInstance::GeometryInstance() { draw_begin = 0; draw_end = 0; for (int i = 0; i < FLAG_MAX; i++) { flags[i] = false; } flags[FLAG_VISIBLE] = true; flags[FLAG_CAST_SHADOW] = true; flags[FLAG_RECEIVE_SHADOWS] = true; shadow_casting_setting = SHADOW_CASTING_SETTING_ON; baked_light_instance = NULL; baked_light_texture_id = 0; extra_cull_margin = 0; VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(), 0); }