godot/scene/3d/visual_instance.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

334 lines
12 KiB
C++

/*************************************************************************/
/* visual_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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"
AABB 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() );
*/
ERR_FAIL_COND(get_world().is_null());
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::set_layer_mask_bit(int p_layer, bool p_enable) {
ERR_FAIL_INDEX(p_layer, 32);
if (p_enable) {
set_layer_mask(layers | (1 << p_layer));
} else {
set_layer_mask(layers & (~(1 << p_layer)));
}
}
bool VisualInstance::get_layer_mask_bit(int p_layer) const {
ERR_FAIL_INDEX_V(p_layer, 32, false);
return (layers & (1 << p_layer));
}
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("get_base"), &VisualInstance::get_base);
ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance::get_instance);
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("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit);
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);
base = p_base;
}
RID VisualInstance::get_base() const {
return 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) {
}
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);
}
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::set_custom_aabb(AABB aabb) {
VS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
}
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("set_custom_aabb", "aabb"), &GeometryInstance::set_custom_aabb);
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, "0,16384,0.01"), "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_DRAW_NEXT_FRAME_IF_VISIBLE);
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);
}