149 lines
5.2 KiB
C++
149 lines
5.2 KiB
C++
/*************************************************************************/
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/* visual_instance.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUAL_INSTANCE_H
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#define VISUAL_INSTANCE_H
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#include "face3.h"
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#include "rid.h"
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#include "scene/3d/spatial.h"
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#include "scene/resources/material.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class VisualInstance : public Spatial {
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OBJ_TYPE(VisualInstance, Spatial);
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OBJ_CATEGORY("3D Visual Nodes");
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RID instance;
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uint32_t layers;
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RID _get_visual_instance_rid() const;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum GetFacesFlags {
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FACES_SOLID = 1, // solid geometry
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FACES_ENCLOSING = 2,
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FACES_DYNAMIC = 4 // dynamic object geometry
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};
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RID get_instance() const;
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virtual AABB get_aabb() const = 0;
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virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const = 0;
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virtual AABB get_transformed_aabb() const; // helper
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void set_base(const RID &p_base);
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void set_layer_mask(uint32_t p_mask);
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uint32_t get_layer_mask() const;
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VisualInstance();
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~VisualInstance();
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};
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class BakedLightInstance;
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class GeometryInstance : public VisualInstance {
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OBJ_TYPE(GeometryInstance, VisualInstance);
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public:
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enum Flags {
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FLAG_VISIBLE = VS::INSTANCE_FLAG_VISIBLE,
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FLAG_CAST_SHADOW = VS::INSTANCE_FLAG_CAST_SHADOW,
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FLAG_RECEIVE_SHADOWS = VS::INSTANCE_FLAG_RECEIVE_SHADOWS,
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FLAG_BILLBOARD = VS::INSTANCE_FLAG_BILLBOARD,
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FLAG_BILLBOARD_FIX_Y = VS::INSTANCE_FLAG_BILLBOARD_FIX_Y,
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FLAG_DEPH_SCALE = VS::INSTANCE_FLAG_DEPH_SCALE,
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FLAG_VISIBLE_IN_ALL_ROOMS = VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
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FLAG_USE_BAKED_LIGHT = VS::INSTANCE_FLAG_USE_BAKED_LIGHT,
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FLAG_MAX = VS::INSTANCE_FLAG_MAX,
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};
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enum ShadowCastingSetting {
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SHADOW_CASTING_SETTING_OFF = VS::SHADOW_CASTING_SETTING_OFF,
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SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON,
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SHADOW_CASTING_SETTING_DOUBLE_SIDED = VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
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SHADOW_CASTING_SETTING_SHADOWS_ONLY = VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
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};
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private:
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bool flags[FLAG_MAX];
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ShadowCastingSetting shadow_casting_setting;
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Ref<Material> material_override;
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float draw_begin;
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float draw_end;
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void _find_baked_light();
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BakedLightInstance *baked_light_instance;
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int baked_light_texture_id;
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float extra_cull_margin;
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void _baked_light_changed();
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void _update_visibility();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_flag(Flags p_flag, bool p_value);
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bool get_flag(Flags p_flag) const;
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void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
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ShadowCastingSetting get_cast_shadows_setting() const;
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void set_draw_range_begin(float p_dist);
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float get_draw_range_begin() const;
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void set_draw_range_end(float p_dist);
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float get_draw_range_end() const;
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void set_material_override(const Ref<Material> &p_material);
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Ref<Material> get_material_override() const;
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void set_baked_light_texture_id(int p_id);
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int get_baked_light_texture_id() const;
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void set_extra_cull_margin(float p_margin);
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float get_extra_cull_margin() const;
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GeometryInstance();
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};
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VARIANT_ENUM_CAST(GeometryInstance::Flags);
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VARIANT_ENUM_CAST(GeometryInstance::ShadowCastingSetting);
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#endif
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