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d03b7fbe09
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
262 lines
12 KiB
C++
262 lines
12 KiB
C++
/*************************************************************************/
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/* decal.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "decal.h"
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void Decal::set_extents(const Vector3 &p_extents) {
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extents = p_extents;
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RS::get_singleton()->decal_set_extents(decal, p_extents);
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update_gizmos();
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}
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Vector3 Decal::get_extents() const {
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return extents;
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}
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void Decal::set_texture(DecalTexture p_type, const Ref<Texture2D> &p_texture) {
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ERR_FAIL_INDEX(p_type, TEXTURE_MAX);
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textures[p_type] = p_texture;
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RID texture_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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RS::get_singleton()->decal_set_texture(decal, RS::DecalTexture(p_type), texture_rid);
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update_configuration_warnings();
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}
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Ref<Texture2D> Decal::get_texture(DecalTexture p_type) const {
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ERR_FAIL_INDEX_V(p_type, TEXTURE_MAX, Ref<Texture2D>());
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return textures[p_type];
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}
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void Decal::set_emission_energy(real_t p_energy) {
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emission_energy = p_energy;
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RS::get_singleton()->decal_set_emission_energy(decal, emission_energy);
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}
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real_t Decal::get_emission_energy() const {
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return emission_energy;
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}
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void Decal::set_albedo_mix(real_t p_mix) {
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albedo_mix = p_mix;
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RS::get_singleton()->decal_set_albedo_mix(decal, albedo_mix);
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}
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real_t Decal::get_albedo_mix() const {
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return albedo_mix;
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}
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void Decal::set_upper_fade(real_t p_fade) {
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upper_fade = p_fade;
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RS::get_singleton()->decal_set_fade(decal, upper_fade, lower_fade);
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}
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real_t Decal::get_upper_fade() const {
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return upper_fade;
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}
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void Decal::set_lower_fade(real_t p_fade) {
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lower_fade = p_fade;
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RS::get_singleton()->decal_set_fade(decal, upper_fade, lower_fade);
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}
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real_t Decal::get_lower_fade() const {
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return lower_fade;
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}
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void Decal::set_normal_fade(real_t p_fade) {
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normal_fade = p_fade;
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RS::get_singleton()->decal_set_normal_fade(decal, normal_fade);
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}
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real_t Decal::get_normal_fade() const {
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return normal_fade;
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}
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void Decal::set_modulate(Color p_modulate) {
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modulate = p_modulate;
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RS::get_singleton()->decal_set_modulate(decal, p_modulate);
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}
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Color Decal::get_modulate() const {
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return modulate;
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}
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void Decal::set_enable_distance_fade(bool p_enable) {
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distance_fade_enabled = p_enable;
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RS::get_singleton()->decal_set_distance_fade(decal, distance_fade_enabled, distance_fade_begin, distance_fade_length);
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notify_property_list_changed();
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}
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bool Decal::is_distance_fade_enabled() const {
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return distance_fade_enabled;
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}
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void Decal::set_distance_fade_begin(real_t p_distance) {
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distance_fade_begin = p_distance;
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RS::get_singleton()->decal_set_distance_fade(decal, distance_fade_enabled, distance_fade_begin, distance_fade_length);
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}
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real_t Decal::get_distance_fade_begin() const {
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return distance_fade_begin;
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}
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void Decal::set_distance_fade_length(real_t p_length) {
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distance_fade_length = p_length;
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RS::get_singleton()->decal_set_distance_fade(decal, distance_fade_enabled, distance_fade_begin, distance_fade_length);
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}
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real_t Decal::get_distance_fade_length() const {
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return distance_fade_length;
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}
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void Decal::set_cull_mask(uint32_t p_layers) {
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cull_mask = p_layers;
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RS::get_singleton()->decal_set_cull_mask(decal, cull_mask);
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update_configuration_warnings();
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}
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uint32_t Decal::get_cull_mask() const {
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return cull_mask;
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}
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AABB Decal::get_aabb() const {
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AABB aabb;
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aabb.position = -extents;
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aabb.size = extents * 2.0;
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return aabb;
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}
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Vector<Face3> Decal::get_faces(uint32_t p_usage_flags) const {
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return Vector<Face3>();
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}
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void Decal::_validate_property(PropertyInfo &property) const {
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if (!distance_fade_enabled && (property.name == "distance_fade_begin" || property.name == "distance_fade_length")) {
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property.usage = PROPERTY_USAGE_NOEDITOR;
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}
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VisualInstance3D::_validate_property(property);
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}
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TypedArray<String> Decal::get_configuration_warnings() const {
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TypedArray<String> warnings = Node::get_configuration_warnings();
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if (textures[TEXTURE_ALBEDO].is_null() && textures[TEXTURE_NORMAL].is_null() && textures[TEXTURE_ORM].is_null() && textures[TEXTURE_EMISSION].is_null()) {
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warnings.push_back(TTR("The decal has no textures loaded into any of its texture properties, and will therefore not be visible."));
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}
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if ((textures[TEXTURE_NORMAL].is_valid() || textures[TEXTURE_ORM].is_valid()) && textures[TEXTURE_ALBEDO].is_null()) {
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warnings.push_back(TTR("The decal has a Normal and/or ORM texture, but no Albedo texture is set.\nAn Albedo texture with an alpha channel is required to blend the normal/ORM maps onto the underlying surface.\nIf you don't want the Albedo texture to be visible, set Albedo Mix to 0."));
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}
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if (cull_mask == 0) {
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// NOTE: This warning will not be emitted if none of the 20 checkboxes
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// exposed in the editor are checked. This is because there are
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// currently 12 unexposed layers in the editor inspector.
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warnings.push_back(TTR("The decal's Cull Mask has no bits enabled, which means the decal will not paint objects on any layer.\nTo resolve this, enable at least one bit in the Cull Mask property."));
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}
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return warnings;
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}
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void Decal::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_extents", "extents"), &Decal::set_extents);
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ClassDB::bind_method(D_METHOD("get_extents"), &Decal::get_extents);
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ClassDB::bind_method(D_METHOD("set_texture", "type", "texture"), &Decal::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture", "type"), &Decal::get_texture);
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ClassDB::bind_method(D_METHOD("set_emission_energy", "energy"), &Decal::set_emission_energy);
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ClassDB::bind_method(D_METHOD("get_emission_energy"), &Decal::get_emission_energy);
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ClassDB::bind_method(D_METHOD("set_albedo_mix", "energy"), &Decal::set_albedo_mix);
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ClassDB::bind_method(D_METHOD("get_albedo_mix"), &Decal::get_albedo_mix);
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ClassDB::bind_method(D_METHOD("set_modulate", "color"), &Decal::set_modulate);
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ClassDB::bind_method(D_METHOD("get_modulate"), &Decal::get_modulate);
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ClassDB::bind_method(D_METHOD("set_upper_fade", "fade"), &Decal::set_upper_fade);
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ClassDB::bind_method(D_METHOD("get_upper_fade"), &Decal::get_upper_fade);
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ClassDB::bind_method(D_METHOD("set_lower_fade", "fade"), &Decal::set_lower_fade);
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ClassDB::bind_method(D_METHOD("get_lower_fade"), &Decal::get_lower_fade);
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ClassDB::bind_method(D_METHOD("set_normal_fade", "fade"), &Decal::set_normal_fade);
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ClassDB::bind_method(D_METHOD("get_normal_fade"), &Decal::get_normal_fade);
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ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Decal::set_enable_distance_fade);
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ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Decal::is_distance_fade_enabled);
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ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Decal::set_distance_fade_begin);
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ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Decal::get_distance_fade_begin);
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ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Decal::set_distance_fade_length);
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ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Decal::get_distance_fade_length);
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ClassDB::bind_method(D_METHOD("set_cull_mask", "mask"), &Decal::set_cull_mask);
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ClassDB::bind_method(D_METHOD("get_cull_mask"), &Decal::get_cull_mask);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater"), "set_extents", "get_extents");
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ADD_GROUP("Textures", "texture_");
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_NORMAL);
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_orm", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ORM);
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_emission", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION);
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ADD_GROUP("Parameters", "");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_emission_energy", "get_emission_energy");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "albedo_mix", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_albedo_mix", "get_albedo_mix");
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// A Normal Fade of 1.0 causes the decal to be invisible even if fully perpendicular to a surface.
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// Due to this, limit Normal Fade to 0.999.
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_fade", PROPERTY_HINT_RANGE, "0,0.999,0.001"), "set_normal_fade", "get_normal_fade");
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ADD_GROUP("Vertical Fade", "");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "upper_fade", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_upper_fade", "get_upper_fade");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lower_fade", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_lower_fade", "get_lower_fade");
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ADD_GROUP("Distance Fade", "distance_fade_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin"), "set_distance_fade_begin", "get_distance_fade_begin");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length"), "set_distance_fade_length", "get_distance_fade_length");
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ADD_GROUP("Cull Mask", "");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
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BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
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BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
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BIND_ENUM_CONSTANT(TEXTURE_ORM);
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BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
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BIND_ENUM_CONSTANT(TEXTURE_MAX);
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}
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Decal::Decal() {
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decal = RenderingServer::get_singleton()->decal_create();
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RS::get_singleton()->instance_set_base(get_instance(), decal);
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}
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Decal::~Decal() {
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RS::get_singleton()->free(decal);
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}
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