visual_instance.cpp 13 KB

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  1. /*************************************************************************/
  2. /* visual_instance.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_instance.h"
  31. #include "scene/scene_string_names.h"
  32. #include "servers/visual_server.h"
  33. #include "skeleton.h"
  34. AABB VisualInstance::get_transformed_aabb() const {
  35. return get_global_transform().xform(get_aabb());
  36. }
  37. void VisualInstance::_update_visibility() {
  38. if (!is_inside_tree())
  39. return;
  40. _change_notify("visible");
  41. VS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
  42. }
  43. void VisualInstance::_notification(int p_what) {
  44. switch (p_what) {
  45. case NOTIFICATION_ENTER_WORLD: {
  46. // CHECK SKELETON => moving skeleton attaching logic to MeshInstance
  47. /*
  48. Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
  49. if (skeleton)
  50. VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
  51. */
  52. ERR_FAIL_COND(get_world().is_null());
  53. VisualServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
  54. _update_visibility();
  55. } break;
  56. case NOTIFICATION_TRANSFORM_CHANGED: {
  57. Transform gt = get_global_transform();
  58. VisualServer::get_singleton()->instance_set_transform(instance, gt);
  59. } break;
  60. case NOTIFICATION_EXIT_WORLD: {
  61. VisualServer::get_singleton()->instance_set_scenario(instance, RID());
  62. VisualServer::get_singleton()->instance_attach_skeleton(instance, RID());
  63. //VS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
  64. } break;
  65. case NOTIFICATION_VISIBILITY_CHANGED: {
  66. _update_visibility();
  67. } break;
  68. }
  69. }
  70. RID VisualInstance::get_instance() const {
  71. return instance;
  72. }
  73. RID VisualInstance::_get_visual_instance_rid() const {
  74. return instance;
  75. }
  76. void VisualInstance::set_layer_mask(uint32_t p_mask) {
  77. layers = p_mask;
  78. VisualServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
  79. }
  80. uint32_t VisualInstance::get_layer_mask() const {
  81. return layers;
  82. }
  83. void VisualInstance::set_layer_mask_bit(int p_layer, bool p_enable) {
  84. ERR_FAIL_INDEX(p_layer, 32);
  85. if (p_enable) {
  86. set_layer_mask(layers | (1 << p_layer));
  87. } else {
  88. set_layer_mask(layers & (~(1 << p_layer)));
  89. }
  90. }
  91. bool VisualInstance::get_layer_mask_bit(int p_layer) const {
  92. ERR_FAIL_INDEX_V(p_layer, 32, false);
  93. return (layers & (1 << p_layer));
  94. }
  95. void VisualInstance::_bind_methods() {
  96. ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
  97. ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
  98. ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance::get_base);
  99. ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance::get_instance);
  100. ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance::set_layer_mask);
  101. ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance::get_layer_mask);
  102. ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit);
  103. ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit);
  104. ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
  105. ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
  106. }
  107. void VisualInstance::set_base(const RID &p_base) {
  108. VisualServer::get_singleton()->instance_set_base(instance, p_base);
  109. base = p_base;
  110. }
  111. RID VisualInstance::get_base() const {
  112. return base;
  113. }
  114. VisualInstance::VisualInstance() {
  115. instance = VisualServer::get_singleton()->instance_create();
  116. VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
  117. layers = 1;
  118. set_notify_transform(true);
  119. }
  120. VisualInstance::~VisualInstance() {
  121. VisualServer::get_singleton()->free(instance);
  122. }
  123. void GeometryInstance::set_material_override(const Ref<Material> &p_material) {
  124. material_override = p_material;
  125. VS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
  126. }
  127. Ref<Material> GeometryInstance::get_material_override() const {
  128. return material_override;
  129. }
  130. void GeometryInstance::set_lod_min_distance(float p_dist) {
  131. lod_min_distance = p_dist;
  132. VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
  133. }
  134. float GeometryInstance::get_lod_min_distance() const {
  135. return lod_min_distance;
  136. }
  137. void GeometryInstance::set_lod_max_distance(float p_dist) {
  138. lod_max_distance = p_dist;
  139. VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
  140. }
  141. float GeometryInstance::get_lod_max_distance() const {
  142. return lod_max_distance;
  143. }
  144. void GeometryInstance::set_lod_min_hysteresis(float p_dist) {
  145. lod_min_hysteresis = p_dist;
  146. VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
  147. }
  148. float GeometryInstance::get_lod_min_hysteresis() const {
  149. return lod_min_hysteresis;
  150. }
  151. void GeometryInstance::set_lod_max_hysteresis(float p_dist) {
  152. lod_max_hysteresis = p_dist;
  153. VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
  154. }
  155. float GeometryInstance::get_lod_max_hysteresis() const {
  156. return lod_max_hysteresis;
  157. }
  158. void GeometryInstance::_notification(int p_what) {
  159. }
  160. void GeometryInstance::set_flag(Flags p_flag, bool p_value) {
  161. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  162. if (flags[p_flag] == p_value)
  163. return;
  164. flags[p_flag] = p_value;
  165. VS::get_singleton()->instance_geometry_set_flag(get_instance(), (VS::InstanceFlags)p_flag, p_value);
  166. }
  167. bool GeometryInstance::get_flag(Flags p_flag) const {
  168. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  169. return flags[p_flag];
  170. }
  171. void GeometryInstance::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
  172. shadow_casting_setting = p_shadow_casting_setting;
  173. VS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (VS::ShadowCastingSetting)p_shadow_casting_setting);
  174. }
  175. GeometryInstance::ShadowCastingSetting GeometryInstance::get_cast_shadows_setting() const {
  176. return shadow_casting_setting;
  177. }
  178. void GeometryInstance::set_extra_cull_margin(float p_margin) {
  179. ERR_FAIL_COND(p_margin < 0);
  180. extra_cull_margin = p_margin;
  181. VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
  182. }
  183. float GeometryInstance::get_extra_cull_margin() const {
  184. return extra_cull_margin;
  185. }
  186. void GeometryInstance::set_custom_aabb(AABB aabb) {
  187. VS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
  188. }
  189. void GeometryInstance::_bind_methods() {
  190. ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance::set_material_override);
  191. ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance::get_material_override);
  192. ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance::set_flag);
  193. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance::get_flag);
  194. ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
  195. ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
  196. ClassDB::bind_method(D_METHOD("set_lod_max_hysteresis", "mode"), &GeometryInstance::set_lod_max_hysteresis);
  197. ClassDB::bind_method(D_METHOD("get_lod_max_hysteresis"), &GeometryInstance::get_lod_max_hysteresis);
  198. ClassDB::bind_method(D_METHOD("set_lod_max_distance", "mode"), &GeometryInstance::set_lod_max_distance);
  199. ClassDB::bind_method(D_METHOD("get_lod_max_distance"), &GeometryInstance::get_lod_max_distance);
  200. ClassDB::bind_method(D_METHOD("set_lod_min_hysteresis", "mode"), &GeometryInstance::set_lod_min_hysteresis);
  201. ClassDB::bind_method(D_METHOD("get_lod_min_hysteresis"), &GeometryInstance::get_lod_min_hysteresis);
  202. ClassDB::bind_method(D_METHOD("set_lod_min_distance", "mode"), &GeometryInstance::set_lod_min_distance);
  203. ClassDB::bind_method(D_METHOD("get_lod_min_distance"), &GeometryInstance::get_lod_min_distance);
  204. ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin);
  205. ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
  206. ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance::set_custom_aabb);
  207. ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance::get_aabb);
  208. ADD_GROUP("Geometry", "");
  209. 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");
  210. ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
  211. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
  212. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_in_baked_light"), "set_flag", "get_flag", FLAG_USE_BAKED_LIGHT);
  213. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_dynamic_gi"), "set_flag", "get_flag", FLAG_USE_DYNAMIC_GI);
  214. ADD_GROUP("LOD", "lod_");
  215. ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_distance", "get_lod_min_distance");
  216. ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_hysteresis", "get_lod_min_hysteresis");
  217. ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_distance", "get_lod_max_distance");
  218. ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_hysteresis", "get_lod_max_hysteresis");
  219. //ADD_SIGNAL( MethodInfo("visibility_changed"));
  220. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
  221. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
  222. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  223. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
  224. BIND_ENUM_CONSTANT(FLAG_USE_BAKED_LIGHT);
  225. BIND_ENUM_CONSTANT(FLAG_USE_DYNAMIC_GI);
  226. BIND_ENUM_CONSTANT(FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
  227. BIND_ENUM_CONSTANT(FLAG_MAX);
  228. }
  229. GeometryInstance::GeometryInstance() {
  230. lod_min_distance = 0;
  231. lod_max_distance = 0;
  232. lod_min_hysteresis = 0;
  233. lod_max_hysteresis = 0;
  234. for (int i = 0; i < FLAG_MAX; i++) {
  235. flags[i] = false;
  236. }
  237. shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
  238. extra_cull_margin = 0;
  239. //VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
  240. }