godot/scene/3d/visual_instance.h
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

150 lines
5.0 KiB
C++

/*************************************************************************/
/* visual_instance.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef VISUAL_INSTANCE_H
#define VISUAL_INSTANCE_H
#include "core/math/face3.h"
#include "core/rid.h"
#include "scene/3d/spatial.h"
#include "scene/resources/material.h"
class VisualInstance : public Spatial {
GDCLASS(VisualInstance, Spatial);
OBJ_CATEGORY("3D Visual Nodes");
RID base;
RID instance;
uint32_t layers;
RID _get_visual_instance_rid() const;
protected:
void _update_visibility();
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 PoolVector<Face3> get_faces(uint32_t p_usage_flags) const = 0;
virtual AABB get_transformed_aabb() const; // helper
void set_base(const RID &p_base);
RID get_base() const;
void set_layer_mask(uint32_t p_mask);
uint32_t get_layer_mask() const;
void set_layer_mask_bit(int p_layer, bool p_enable);
bool get_layer_mask_bit(int p_layer) const;
VisualInstance();
~VisualInstance();
};
class GeometryInstance : public VisualInstance {
GDCLASS(GeometryInstance, VisualInstance);
public:
enum Flags {
FLAG_USE_BAKED_LIGHT = VS::INSTANCE_FLAG_USE_BAKED_LIGHT,
FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
FLAG_MAX = VS::INSTANCE_FLAG_MAX,
};
enum ShadowCastingSetting {
SHADOW_CASTING_SETTING_OFF = VS::SHADOW_CASTING_SETTING_OFF,
SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON,
SHADOW_CASTING_SETTING_DOUBLE_SIDED = VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
SHADOW_CASTING_SETTING_SHADOWS_ONLY = VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
};
private:
bool flags[FLAG_MAX];
ShadowCastingSetting shadow_casting_setting;
Ref<Material> material_override;
float lod_min_distance;
float lod_max_distance;
float lod_min_hysteresis;
float lod_max_hysteresis;
float extra_cull_margin;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_flag(Flags p_flag, bool p_value);
bool get_flag(Flags p_flag) const;
void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
ShadowCastingSetting get_cast_shadows_setting() const;
void set_lod_min_distance(float p_dist);
float get_lod_min_distance() const;
void set_lod_max_distance(float p_dist);
float get_lod_max_distance() const;
void set_lod_min_hysteresis(float p_dist);
float get_lod_min_hysteresis() const;
void set_lod_max_hysteresis(float p_dist);
float get_lod_max_hysteresis() const;
void set_material_override(const Ref<Material> &p_material);
Ref<Material> get_material_override() const;
void set_extra_cull_margin(float p_margin);
float get_extra_cull_margin() const;
void set_custom_aabb(AABB aabb);
GeometryInstance();
};
VARIANT_ENUM_CAST(GeometryInstance::Flags);
VARIANT_ENUM_CAST(GeometryInstance::ShadowCastingSetting);
#endif