godot/scene/3d/visual_instance.cpp
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

406 lines
13 KiB
C++

/*************************************************************************/
/* visual_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "servers/visual_server.h"
#include "room_instance.h"
#include "scene/scene_string_names.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<GeometryInstance>();
/* while(parent) {
room = parent->cast_to<Room>();
if (room)
break;
if (is_geom && parent->cast_to<BakedLightSampler>()) {
VS::get_singleton()->instance_geometry_set_baked_light_sampler(get_instance(),parent->cast_to<BakedLightSampler>()->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<Skeleton>():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() {
ClassDB::bind_method(_MD("_get_visual_instance_rid"),&VisualInstance::_get_visual_instance_rid);
ClassDB::bind_method(_MD("set_base","base"), &VisualInstance::set_base);
ClassDB::bind_method(_MD("set_layer_mask","mask"), &VisualInstance::set_layer_mask);
ClassDB::bind_method(_MD("get_layer_mask"), &VisualInstance::get_layer_mask);
ClassDB::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<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]) {
}
_update_visibility();
} else if (p_what==NOTIFICATION_EXIT_WORLD) {
if (flags[FLAG_USE_BAKED_LIGHT]) {
}
} if (p_what==NOTIFICATION_VISIBILITY_CHANGED) {
_update_visibility();
}
}
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) {
}
}
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_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(_MD("set_material_override","material"), &GeometryInstance::set_material_override);
ClassDB::bind_method(_MD("get_material_override"), &GeometryInstance::get_material_override);
ClassDB::bind_method(_MD("set_flag","flag","value"), &GeometryInstance::set_flag);
ClassDB::bind_method(_MD("get_flag","flag"), &GeometryInstance::get_flag);
ClassDB::bind_method(_MD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
ClassDB::bind_method(_MD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
ClassDB::bind_method(_MD("set_lod_max_hysteresis","mode"), &GeometryInstance::set_lod_max_hysteresis);
ClassDB::bind_method(_MD("get_lod_max_hysteresis"), &GeometryInstance::get_lod_max_hysteresis);
ClassDB::bind_method(_MD("set_lod_max_distance","mode"), &GeometryInstance::set_lod_max_distance);
ClassDB::bind_method(_MD("get_lod_max_distance"), &GeometryInstance::get_lod_max_distance);
ClassDB::bind_method(_MD("set_lod_min_hysteresis","mode"), &GeometryInstance::set_lod_min_hysteresis);
ClassDB::bind_method(_MD("get_lod_min_hysteresis"), &GeometryInstance::get_lod_min_hysteresis);
ClassDB::bind_method(_MD("set_lod_min_distance","mode"), &GeometryInstance::set_lod_min_distance);
ClassDB::bind_method(_MD("get_lod_min_distance"), &GeometryInstance::get_lod_min_distance);
ClassDB::bind_method(_MD("set_extra_cull_margin","margin"), &GeometryInstance::set_extra_cull_margin);
ClassDB::bind_method(_MD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
ClassDB::bind_method(_MD("get_aabb"),&GeometryInstance::get_aabb);
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_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, "lod/min_distance",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_lod_min_distance"), _SCS("get_lod_min_distance"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "lod/min_hysteresis",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_lod_min_hysteresis"), _SCS("get_lod_min_hysteresis"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "lod/max_distance",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_lod_max_distance"), _SCS("get_lod_max_distance"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "lod/max_hysteresis",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_lod_max_hysteresis"), _SCS("get_lod_max_hysteresis"));
// ADD_SIGNAL( MethodInfo("visibility_changed"));
BIND_CONSTANT(FLAG_VISIBLE );
BIND_CONSTANT(FLAG_CAST_SHADOW );
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() {
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;
}
flags[FLAG_VISIBLE]=true;
flags[FLAG_CAST_SHADOW]=true;
shadow_casting_setting=SHADOW_CASTING_SETTING_ON;
extra_cull_margin=0;
// VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
}