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dd970482c5
Improvements: * Occluder3D is now an abstract type inherited by: ArrayOccluder3D, QuadOccluder3D, BoxOccluder3D, SphereOccluder3D and PolygonOccluder3D. ArrayOccluder3D serves the same purpose as the old Occluder3D (triangle mesh occluder) while the rest are primitives that can be used to manually place simple occluders. * Occluder baking can now apply simplification. The "bake_simplification_distance" property can be used to set a world-space distance as the desired maximum error, set to 0.1 by default. * Occluders can now be generated on import. Using the "occ" and "occonly" keywords (similar to "col" and "colonly" for colliders) or by enabling on MeshInstance3Ds in the scene's import window. Fixes: * Fixed saving of occluder files after bake. * Fixed a small error where occluders didn't correctly update in the rendering server. Bonus content: * Generalized "CollisionPolygon3DEditor" so it can also be used to edit Resources. Renamed it to "Polygon3DEditor" since it was already being used by other things, not just colliders. * Fixed a small bug in "EditorPropertyArray" where a call to "remove" was left after the "remove_at" rename.
216 lines
6.8 KiB
C++
216 lines
6.8 KiB
C++
/*************************************************************************/
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/* occluder_instance_3d.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 OCCLUDER_INSTANCE_3D_H
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#define OCCLUDER_INSTANCE_3D_H
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#include "scene/3d/visual_instance_3d.h"
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class Occluder3D : public Resource {
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GDCLASS(Occluder3D, Resource);
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RES_BASE_EXTENSION("occ");
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RID occluder;
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PackedVector3Array vertices;
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PackedInt32Array indices;
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AABB aabb;
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mutable Ref<ArrayMesh> debug_mesh;
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mutable Vector<Vector3> debug_lines;
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protected:
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void _update();
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) = 0;
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static void _bind_methods();
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void _notification(int p_what);
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public:
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PackedVector3Array get_vertices() const;
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PackedInt32Array get_indices() const;
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Vector<Vector3> get_debug_lines() const;
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Ref<ArrayMesh> get_debug_mesh() const;
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AABB get_aabb() const;
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virtual RID get_rid() const override;
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Occluder3D();
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virtual ~Occluder3D();
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};
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class ArrayOccluder3D : public Occluder3D {
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GDCLASS(ArrayOccluder3D, Occluder3D);
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PackedVector3Array vertices;
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PackedInt32Array indices;
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protected:
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
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static void _bind_methods();
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public:
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void set_arrays(PackedVector3Array p_vertices, PackedInt32Array p_indices);
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void set_vertices(PackedVector3Array p_vertices);
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void set_indices(PackedInt32Array p_indices);
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ArrayOccluder3D();
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~ArrayOccluder3D();
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};
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class QuadOccluder3D : public Occluder3D {
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GDCLASS(QuadOccluder3D, Occluder3D);
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private:
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Vector2 size = Vector2(1.0f, 1.0f);
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protected:
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
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static void _bind_methods();
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public:
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Vector2 get_size() const;
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void set_size(const Vector2 &p_size);
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QuadOccluder3D();
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~QuadOccluder3D();
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};
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class BoxOccluder3D : public Occluder3D {
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GDCLASS(BoxOccluder3D, Occluder3D);
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private:
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Vector3 size = Vector3(1.0f, 1.0f, 1.0f);
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protected:
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
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static void _bind_methods();
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public:
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Vector3 get_size() const;
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void set_size(const Vector3 &p_size);
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BoxOccluder3D();
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~BoxOccluder3D();
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};
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class SphereOccluder3D : public Occluder3D {
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GDCLASS(SphereOccluder3D, Occluder3D);
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private:
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static constexpr int RINGS = 7;
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static constexpr int RADIAL_SEGMENTS = 7;
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float radius = 1.0f;
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protected:
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
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static void _bind_methods();
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public:
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float get_radius() const;
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void set_radius(float p_radius);
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SphereOccluder3D();
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~SphereOccluder3D();
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};
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class PolygonOccluder3D : public Occluder3D {
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GDCLASS(PolygonOccluder3D, Occluder3D);
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private:
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Vector<Vector2> polygon;
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bool _has_editable_3d_polygon_no_depth() const;
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protected:
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virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
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static void _bind_methods();
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public:
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void set_polygon(const Vector<Vector2> &p_polygon);
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Vector<Vector2> get_polygon() const;
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PolygonOccluder3D();
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~PolygonOccluder3D();
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};
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class OccluderInstance3D : public VisualInstance3D {
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GDCLASS(OccluderInstance3D, Node3D);
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private:
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Ref<Occluder3D> occluder;
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uint32_t bake_mask = 0xFFFFFFFF;
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float bake_simplification_dist = 0.1f;
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void _occluder_changed();
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static bool _bake_material_check(Ref<Material> p_material);
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static void _bake_surface(const Transform3D &p_transform, Array p_surface_arrays, Ref<Material> p_material, float p_simplification_dist, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
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void _bake_node(Node *p_node, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
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bool _is_editable_3d_polygon() const;
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Ref<Resource> _get_editable_3d_polygon_resource() const;
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protected:
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static void _bind_methods();
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public:
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virtual TypedArray<String> get_configuration_warnings() const override;
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enum BakeError {
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BAKE_ERROR_OK,
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BAKE_ERROR_NO_SAVE_PATH,
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BAKE_ERROR_NO_MESHES,
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BAKE_ERROR_CANT_SAVE,
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};
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void set_occluder(const Ref<Occluder3D> &p_occluder);
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Ref<Occluder3D> get_occluder() const;
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virtual AABB get_aabb() const override;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
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void set_bake_mask(uint32_t p_mask);
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uint32_t get_bake_mask() const;
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void set_bake_simplification_distance(float p_dist);
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float get_bake_simplification_distance() const;
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void set_bake_mask_value(int p_layer_number, bool p_enable);
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bool get_bake_mask_value(int p_layer_number) const;
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BakeError bake_scene(Node *p_from_node, String p_occluder_path = "");
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static void bake_single_node(const Node3D *p_node, float p_simplification_distance, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
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OccluderInstance3D();
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~OccluderInstance3D();
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};
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#endif
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