/*************************************************************************/ /* visual_instance_3d.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_3d.h" #include "scene/scene_string_names.h" #include "servers/visual_server.h" #include "skeleton_3d.h" AABB VisualInstance3D::get_transformed_aabb() const { return get_global_transform().xform(get_aabb()); } void VisualInstance3D::_update_visibility() { if (!is_inside_tree()) return; _change_notify("visible"); VS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree()); } void VisualInstance3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_WORLD: { // CHECK SKELETON => moving skeleton attaching logic to MeshInstance /* Skeleton *skeleton=Object::cast_to(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 VisualInstance3D::get_instance() const { return instance; } RID VisualInstance3D::_get_visual_instance_rid() const { return instance; } void VisualInstance3D::set_layer_mask(uint32_t p_mask) { layers = p_mask; VisualServer::get_singleton()->instance_set_layer_mask(instance, p_mask); } uint32_t VisualInstance3D::get_layer_mask() const { return layers; } void VisualInstance3D::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 VisualInstance3D::get_layer_mask_bit(int p_layer) const { ERR_FAIL_INDEX_V(p_layer, 32, false); return (layers & (1 << p_layer)); } void VisualInstance3D::_bind_methods() { ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance3D::_get_visual_instance_rid); ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance3D::set_base); ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance3D::get_base); ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance3D::get_instance); ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance3D::set_layer_mask); ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance3D::get_layer_mask); ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance3D::set_layer_mask_bit); ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance3D::get_layer_mask_bit); ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance3D::get_transformed_aabb); ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask"); } void VisualInstance3D::set_base(const RID &p_base) { VisualServer::get_singleton()->instance_set_base(instance, p_base); base = p_base; } RID VisualInstance3D::get_base() const { return base; } VisualInstance3D::VisualInstance3D() { instance = VisualServer::get_singleton()->instance_create(); VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id()); layers = 1; set_notify_transform(true); } VisualInstance3D::~VisualInstance3D() { VisualServer::get_singleton()->free(instance); } void GeometryInstance3D::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 GeometryInstance3D::get_material_override() const { return material_override; } void GeometryInstance3D::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 GeometryInstance3D::get_lod_min_distance() const { return lod_min_distance; } void GeometryInstance3D::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 GeometryInstance3D::get_lod_max_distance() const { return lod_max_distance; } void GeometryInstance3D::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 GeometryInstance3D::get_lod_min_hysteresis() const { return lod_min_hysteresis; } void GeometryInstance3D::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 GeometryInstance3D::get_lod_max_hysteresis() const { return lod_max_hysteresis; } void GeometryInstance3D::_notification(int p_what) { } void GeometryInstance3D::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 GeometryInstance3D::get_flag(Flags p_flag) const { ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); return flags[p_flag]; } void GeometryInstance3D::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); } GeometryInstance3D::ShadowCastingSetting GeometryInstance3D::get_cast_shadows_setting() const { return shadow_casting_setting; } void GeometryInstance3D::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 GeometryInstance3D::get_extra_cull_margin() const { return extra_cull_margin; } void GeometryInstance3D::set_custom_aabb(AABB aabb) { VS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb); } void GeometryInstance3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance3D::set_material_override); ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance3D::get_material_override); ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance3D::set_flag); ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance3D::get_flag); ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance3D::set_cast_shadows_setting); ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance3D::get_cast_shadows_setting); ClassDB::bind_method(D_METHOD("set_lod_max_hysteresis", "mode"), &GeometryInstance3D::set_lod_max_hysteresis); ClassDB::bind_method(D_METHOD("get_lod_max_hysteresis"), &GeometryInstance3D::get_lod_max_hysteresis); ClassDB::bind_method(D_METHOD("set_lod_max_distance", "mode"), &GeometryInstance3D::set_lod_max_distance); ClassDB::bind_method(D_METHOD("get_lod_max_distance"), &GeometryInstance3D::get_lod_max_distance); ClassDB::bind_method(D_METHOD("set_lod_min_hysteresis", "mode"), &GeometryInstance3D::set_lod_min_hysteresis); ClassDB::bind_method(D_METHOD("get_lod_min_hysteresis"), &GeometryInstance3D::get_lod_min_hysteresis); ClassDB::bind_method(D_METHOD("set_lod_min_distance", "mode"), &GeometryInstance3D::set_lod_min_distance); ClassDB::bind_method(D_METHOD("get_lod_min_distance"), &GeometryInstance3D::get_lod_min_distance); ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance3D::set_extra_cull_margin); ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance3D::get_extra_cull_margin); ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance3D::set_custom_aabb); ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance3D::get_aabb); ADD_GROUP("Geometry", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "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::FLOAT, "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_PROPERTYI(PropertyInfo(Variant::BOOL, "use_dynamic_gi"), "set_flag", "get_flag", FLAG_USE_DYNAMIC_GI); 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_USE_DYNAMIC_GI); BIND_ENUM_CONSTANT(FLAG_DRAW_NEXT_FRAME_IF_VISIBLE); BIND_ENUM_CONSTANT(FLAG_MAX); } GeometryInstance3D::GeometryInstance3D() { 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); }