godot/scene/3d/visual_instance.h
Juan Linietsky b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00

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/*************************************************************************/
/* visual_instance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 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. */
/*************************************************************************/
#ifndef VISUAL_INSTANCE_H
#define VISUAL_INSTANCE_H
#include "scene/3d/spatial.h"
#include "face3.h"
#include "rid.h"
#include "scene/resources/material.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class VisualInstance : public Spatial {
OBJ_TYPE( VisualInstance, Spatial );
OBJ_CATEGORY("3D Visual Nodes");
RID instance;
uint32_t layers;
RID _get_visual_instance_rid() const;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
enum GetFacesFlags {
FACES_SOLID=1, // solid geometry
FACES_ENCLOSING=2,
FACES_DYNAMIC=4 // dynamic object geometry
};
RID get_instance() const;
virtual AABB get_aabb() const=0;
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const=0;
virtual AABB get_transformed_aabb() const; // helper
void set_base(const RID& p_base);
void set_layer_mask(uint32_t p_mask);
uint32_t get_layer_mask() const;
VisualInstance();
~VisualInstance();
};
class GeometryInstance : public VisualInstance {
OBJ_TYPE( GeometryInstance, VisualInstance );
public:
enum Flags {
FLAG_VISIBLE=VS::INSTANCE_FLAG_VISIBLE,
FLAG_CAST_SHADOW=VS::INSTANCE_FLAG_CAST_SHADOW,
FLAG_RECEIVE_SHADOWS=VS::INSTANCE_FLAG_RECEIVE_SHADOWS,
FLAG_BILLBOARD=VS::INSTANCE_FLAG_BILLBOARD,
FLAG_BILLBOARD_FIX_Y=VS::INSTANCE_FLAG_BILLBOARD_FIX_Y,
FLAG_DEPH_SCALE=VS::INSTANCE_FLAG_DEPH_SCALE,
FLAG_VISIBLE_IN_ALL_ROOMS=VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
FLAG_USE_BAKED_LIGHT_VOLUME=VS::INSTANCE_FLAG_USE_BAKED_LIGHT_VOLUME,
FLAG_MAX=VS::INSTANCE_FLAG_MAX,
};
private:
bool flags[FLAG_MAX];
Ref<Material> material_override;
float draw_begin;
float draw_end;
protected:
static void _bind_methods();
public:
void set_flag(Flags p_flag,bool p_value);
bool get_flag(Flags p_flag) const;
void set_draw_range_begin(float p_dist);
float get_draw_range_begin() const;
void set_draw_range_end(float p_dist);
float get_draw_range_end() const;
void set_material_override(const Ref<Material>& p_material);
Ref<Material> get_material_override() const;
GeometryInstance();
};
VARIANT_ENUM_CAST( GeometryInstance::Flags );
#endif