visual_instance_3d.cpp 23 KB

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  1. /*************************************************************************/
  2. /* visual_instance_3d.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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_3d.h"
  31. #include "scene/scene_string_names.h"
  32. AABB VisualInstance3D::get_aabb() const {
  33. AABB ret;
  34. if (GDVIRTUAL_CALL(_get_aabb, ret)) {
  35. return ret;
  36. }
  37. return AABB();
  38. }
  39. AABB VisualInstance3D::get_transformed_aabb() const {
  40. return get_global_transform().xform(get_aabb());
  41. }
  42. void VisualInstance3D::_update_visibility() {
  43. if (!is_inside_tree()) {
  44. return;
  45. }
  46. RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
  47. }
  48. void VisualInstance3D::_notification(int p_what) {
  49. switch (p_what) {
  50. case NOTIFICATION_ENTER_WORLD: {
  51. ERR_FAIL_COND(get_world_3d().is_null());
  52. RenderingServer::get_singleton()->instance_set_scenario(instance, get_world_3d()->get_scenario());
  53. _update_visibility();
  54. } break;
  55. case NOTIFICATION_TRANSFORM_CHANGED: {
  56. Transform3D gt = get_global_transform();
  57. RenderingServer::get_singleton()->instance_set_transform(instance, gt);
  58. } break;
  59. case NOTIFICATION_EXIT_WORLD: {
  60. RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
  61. RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
  62. } break;
  63. case NOTIFICATION_VISIBILITY_CHANGED: {
  64. _update_visibility();
  65. } break;
  66. }
  67. }
  68. RID VisualInstance3D::get_instance() const {
  69. return instance;
  70. }
  71. RID VisualInstance3D::_get_visual_instance_rid() const {
  72. return instance;
  73. }
  74. void VisualInstance3D::set_layer_mask(uint32_t p_mask) {
  75. layers = p_mask;
  76. RenderingServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
  77. }
  78. uint32_t VisualInstance3D::get_layer_mask() const {
  79. return layers;
  80. }
  81. void VisualInstance3D::set_layer_mask_value(int p_layer_number, bool p_value) {
  82. ERR_FAIL_COND_MSG(p_layer_number < 1, "Render layer number must be between 1 and 20 inclusive.");
  83. ERR_FAIL_COND_MSG(p_layer_number > 20, "Render layer number must be between 1 and 20 inclusive.");
  84. uint32_t mask = get_layer_mask();
  85. if (p_value) {
  86. mask |= 1 << (p_layer_number - 1);
  87. } else {
  88. mask &= ~(1 << (p_layer_number - 1));
  89. }
  90. set_layer_mask(mask);
  91. }
  92. bool VisualInstance3D::get_layer_mask_value(int p_layer_number) const {
  93. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Render layer number must be between 1 and 20 inclusive.");
  94. ERR_FAIL_COND_V_MSG(p_layer_number > 20, false, "Render layer number must be between 1 and 20 inclusive.");
  95. return layers & (1 << (p_layer_number - 1));
  96. }
  97. void VisualInstance3D::_bind_methods() {
  98. ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance3D::_get_visual_instance_rid);
  99. ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance3D::set_base);
  100. ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance3D::get_base);
  101. ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance3D::get_instance);
  102. ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance3D::set_layer_mask);
  103. ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance3D::get_layer_mask);
  104. ClassDB::bind_method(D_METHOD("set_layer_mask_value", "layer_number", "value"), &VisualInstance3D::set_layer_mask_value);
  105. ClassDB::bind_method(D_METHOD("get_layer_mask_value", "layer_number"), &VisualInstance3D::get_layer_mask_value);
  106. ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance3D::get_transformed_aabb);
  107. GDVIRTUAL_BIND(_get_aabb);
  108. ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
  109. }
  110. void VisualInstance3D::set_base(const RID &p_base) {
  111. RenderingServer::get_singleton()->instance_set_base(instance, p_base);
  112. base = p_base;
  113. }
  114. RID VisualInstance3D::get_base() const {
  115. return base;
  116. }
  117. VisualInstance3D::VisualInstance3D() {
  118. instance = RenderingServer::get_singleton()->instance_create();
  119. RenderingServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
  120. set_notify_transform(true);
  121. }
  122. VisualInstance3D::~VisualInstance3D() {
  123. RenderingServer::get_singleton()->free(instance);
  124. }
  125. void GeometryInstance3D::set_material_override(const Ref<Material> &p_material) {
  126. material_override = p_material;
  127. RS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
  128. }
  129. Ref<Material> GeometryInstance3D::get_material_override() const {
  130. return material_override;
  131. }
  132. void GeometryInstance3D::set_material_overlay(const Ref<Material> &p_material) {
  133. material_overlay = p_material;
  134. RS::get_singleton()->instance_geometry_set_material_overlay(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
  135. }
  136. Ref<Material> GeometryInstance3D::get_material_overlay() const {
  137. return material_overlay;
  138. }
  139. void GeometryInstance3D::set_transparecy(float p_transparency) {
  140. transparency = CLAMP(p_transparency, 0.0f, 1.0f);
  141. RS::get_singleton()->instance_geometry_set_transparency(get_instance(), transparency);
  142. }
  143. float GeometryInstance3D::get_transparency() const {
  144. return transparency;
  145. }
  146. void GeometryInstance3D::set_visibility_range_begin(float p_dist) {
  147. visibility_range_begin = p_dist;
  148. RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
  149. update_configuration_warnings();
  150. }
  151. float GeometryInstance3D::get_visibility_range_begin() const {
  152. return visibility_range_begin;
  153. }
  154. void GeometryInstance3D::set_visibility_range_end(float p_dist) {
  155. visibility_range_end = p_dist;
  156. RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
  157. update_configuration_warnings();
  158. }
  159. float GeometryInstance3D::get_visibility_range_end() const {
  160. return visibility_range_end;
  161. }
  162. void GeometryInstance3D::set_visibility_range_begin_margin(float p_dist) {
  163. visibility_range_begin_margin = p_dist;
  164. RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
  165. update_configuration_warnings();
  166. }
  167. float GeometryInstance3D::get_visibility_range_begin_margin() const {
  168. return visibility_range_begin_margin;
  169. }
  170. void GeometryInstance3D::set_visibility_range_end_margin(float p_dist) {
  171. visibility_range_end_margin = p_dist;
  172. RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
  173. update_configuration_warnings();
  174. }
  175. float GeometryInstance3D::get_visibility_range_end_margin() const {
  176. return visibility_range_end_margin;
  177. }
  178. void GeometryInstance3D::set_visibility_range_fade_mode(VisibilityRangeFadeMode p_mode) {
  179. visibility_range_fade_mode = p_mode;
  180. RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode);
  181. update_configuration_warnings();
  182. }
  183. GeometryInstance3D::VisibilityRangeFadeMode GeometryInstance3D::get_visibility_range_fade_mode() const {
  184. return visibility_range_fade_mode;
  185. }
  186. const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringName p_name) const {
  187. StringName *r = instance_uniform_property_remap.getptr(p_name);
  188. if (!r) {
  189. String s = p_name;
  190. if (s.begins_with("shader_uniforms/")) {
  191. StringName name = s.replace("shader_uniforms/", "");
  192. instance_uniform_property_remap[p_name] = name;
  193. return instance_uniform_property_remap.getptr(p_name);
  194. }
  195. return nullptr;
  196. }
  197. return r;
  198. }
  199. bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value) {
  200. const StringName *r = _instance_uniform_get_remap(p_name);
  201. if (r) {
  202. set_instance_shader_uniform(*r, p_value);
  203. return true;
  204. }
  205. #ifndef DISABLE_DEPRECATED
  206. if (p_name == SceneStringNames::get_singleton()->use_in_baked_light && bool(p_value)) {
  207. set_gi_mode(GI_MODE_STATIC);
  208. return true;
  209. }
  210. if (p_name == SceneStringNames::get_singleton()->use_dynamic_gi && bool(p_value)) {
  211. set_gi_mode(GI_MODE_DYNAMIC);
  212. return true;
  213. }
  214. #endif
  215. return false;
  216. }
  217. bool GeometryInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
  218. const StringName *r = _instance_uniform_get_remap(p_name);
  219. if (r) {
  220. r_ret = get_instance_shader_uniform(*r);
  221. return true;
  222. }
  223. return false;
  224. }
  225. void GeometryInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
  226. List<PropertyInfo> pinfo;
  227. RS::get_singleton()->instance_geometry_get_shader_uniform_list(get_instance(), &pinfo);
  228. for (PropertyInfo &pi : pinfo) {
  229. bool has_def_value = false;
  230. Variant def_value = RS::get_singleton()->instance_geometry_get_shader_uniform_default_value(get_instance(), pi.name);
  231. if (def_value.get_type() != Variant::NIL) {
  232. has_def_value = true;
  233. }
  234. if (instance_uniforms.has(pi.name)) {
  235. pi.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | (has_def_value ? (PROPERTY_USAGE_CHECKABLE | PROPERTY_USAGE_CHECKED) : PROPERTY_USAGE_NONE);
  236. } else {
  237. pi.usage = PROPERTY_USAGE_EDITOR | (has_def_value ? PROPERTY_USAGE_CHECKABLE : PROPERTY_USAGE_NONE); //do not save if not changed
  238. }
  239. pi.name = "shader_uniforms/" + pi.name;
  240. p_list->push_back(pi);
  241. }
  242. }
  243. void GeometryInstance3D::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
  244. shadow_casting_setting = p_shadow_casting_setting;
  245. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (RS::ShadowCastingSetting)p_shadow_casting_setting);
  246. }
  247. GeometryInstance3D::ShadowCastingSetting GeometryInstance3D::get_cast_shadows_setting() const {
  248. return shadow_casting_setting;
  249. }
  250. void GeometryInstance3D::set_extra_cull_margin(float p_margin) {
  251. ERR_FAIL_COND(p_margin < 0);
  252. extra_cull_margin = p_margin;
  253. RS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
  254. }
  255. float GeometryInstance3D::get_extra_cull_margin() const {
  256. return extra_cull_margin;
  257. }
  258. void GeometryInstance3D::set_lod_bias(float p_bias) {
  259. ERR_FAIL_COND(p_bias < 0.0);
  260. lod_bias = p_bias;
  261. RS::get_singleton()->instance_geometry_set_lod_bias(get_instance(), lod_bias);
  262. }
  263. float GeometryInstance3D::get_lod_bias() const {
  264. return lod_bias;
  265. }
  266. void GeometryInstance3D::set_instance_shader_uniform(const StringName &p_uniform, const Variant &p_value) {
  267. if (p_value.get_type() == Variant::NIL) {
  268. Variant def_value = RS::get_singleton()->instance_geometry_get_shader_uniform_default_value(get_instance(), p_uniform);
  269. RS::get_singleton()->instance_geometry_set_shader_uniform(get_instance(), p_uniform, def_value);
  270. instance_uniforms.erase(p_value);
  271. } else {
  272. instance_uniforms[p_uniform] = p_value;
  273. if (p_value.get_type() == Variant::OBJECT) {
  274. RID tex_id = p_value;
  275. RS::get_singleton()->instance_geometry_set_shader_uniform(get_instance(), p_uniform, tex_id);
  276. } else {
  277. RS::get_singleton()->instance_geometry_set_shader_uniform(get_instance(), p_uniform, p_value);
  278. }
  279. }
  280. }
  281. Variant GeometryInstance3D::get_instance_shader_uniform(const StringName &p_uniform) const {
  282. return RS::get_singleton()->instance_geometry_get_shader_uniform(get_instance(), p_uniform);
  283. }
  284. void GeometryInstance3D::set_custom_aabb(AABB aabb) {
  285. RS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
  286. }
  287. void GeometryInstance3D::set_lightmap_scale(LightmapScale p_scale) {
  288. ERR_FAIL_INDEX(p_scale, LIGHTMAP_SCALE_MAX);
  289. lightmap_scale = p_scale;
  290. }
  291. GeometryInstance3D::LightmapScale GeometryInstance3D::get_lightmap_scale() const {
  292. return lightmap_scale;
  293. }
  294. void GeometryInstance3D::set_gi_mode(GIMode p_mode) {
  295. switch (p_mode) {
  296. case GI_MODE_DISABLED: {
  297. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  298. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
  299. } break;
  300. case GI_MODE_STATIC: {
  301. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, true);
  302. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
  303. } break;
  304. case GI_MODE_DYNAMIC: {
  305. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  306. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, true);
  307. } break;
  308. }
  309. gi_mode = p_mode;
  310. }
  311. GeometryInstance3D::GIMode GeometryInstance3D::get_gi_mode() const {
  312. return gi_mode;
  313. }
  314. void GeometryInstance3D::set_ignore_occlusion_culling(bool p_enabled) {
  315. ignore_occlusion_culling = p_enabled;
  316. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, ignore_occlusion_culling);
  317. }
  318. bool GeometryInstance3D::is_ignoring_occlusion_culling() {
  319. return ignore_occlusion_culling;
  320. }
  321. TypedArray<String> GeometryInstance3D::get_configuration_warnings() const {
  322. TypedArray<String> warnings = Node::get_configuration_warnings();
  323. if (!Math::is_zero_approx(visibility_range_end) && visibility_range_end <= visibility_range_begin) {
  324. warnings.push_back(RTR("The GeometryInstance3D visibility range's End distance is set to a non-zero value, but is lower than the Begin distance.\nThis means the GeometryInstance3D will never be visible.\nTo resolve this, set the End distance to 0 or to a value greater than the Begin distance."));
  325. }
  326. if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && !Math::is_zero_approx(visibility_range_begin) && Math::is_zero_approx(visibility_range_begin_margin)) {
  327. warnings.push_back(RTR("The GeometryInstance3D is configured to fade in smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range Begin Margin above 0."));
  328. }
  329. if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && !Math::is_zero_approx(visibility_range_end) && Math::is_zero_approx(visibility_range_end_margin)) {
  330. warnings.push_back(RTR("The GeometryInstance3D is configured to fade out smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range End Margin above 0."));
  331. }
  332. return warnings;
  333. }
  334. void GeometryInstance3D::_bind_methods() {
  335. ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance3D::set_material_override);
  336. ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance3D::get_material_override);
  337. ClassDB::bind_method(D_METHOD("set_material_overlay", "material"), &GeometryInstance3D::set_material_overlay);
  338. ClassDB::bind_method(D_METHOD("get_material_overlay"), &GeometryInstance3D::get_material_overlay);
  339. ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance3D::set_cast_shadows_setting);
  340. ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance3D::get_cast_shadows_setting);
  341. ClassDB::bind_method(D_METHOD("set_lod_bias", "bias"), &GeometryInstance3D::set_lod_bias);
  342. ClassDB::bind_method(D_METHOD("get_lod_bias"), &GeometryInstance3D::get_lod_bias);
  343. ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &GeometryInstance3D::set_transparecy);
  344. ClassDB::bind_method(D_METHOD("get_transparency"), &GeometryInstance3D::get_transparency);
  345. ClassDB::bind_method(D_METHOD("set_visibility_range_end_margin", "distance"), &GeometryInstance3D::set_visibility_range_end_margin);
  346. ClassDB::bind_method(D_METHOD("get_visibility_range_end_margin"), &GeometryInstance3D::get_visibility_range_end_margin);
  347. ClassDB::bind_method(D_METHOD("set_visibility_range_end", "distance"), &GeometryInstance3D::set_visibility_range_end);
  348. ClassDB::bind_method(D_METHOD("get_visibility_range_end"), &GeometryInstance3D::get_visibility_range_end);
  349. ClassDB::bind_method(D_METHOD("set_visibility_range_begin_margin", "distance"), &GeometryInstance3D::set_visibility_range_begin_margin);
  350. ClassDB::bind_method(D_METHOD("get_visibility_range_begin_margin"), &GeometryInstance3D::get_visibility_range_begin_margin);
  351. ClassDB::bind_method(D_METHOD("set_visibility_range_begin", "distance"), &GeometryInstance3D::set_visibility_range_begin);
  352. ClassDB::bind_method(D_METHOD("get_visibility_range_begin"), &GeometryInstance3D::get_visibility_range_begin);
  353. ClassDB::bind_method(D_METHOD("set_visibility_range_fade_mode", "mode"), &GeometryInstance3D::set_visibility_range_fade_mode);
  354. ClassDB::bind_method(D_METHOD("get_visibility_range_fade_mode"), &GeometryInstance3D::get_visibility_range_fade_mode);
  355. ClassDB::bind_method(D_METHOD("set_instance_shader_uniform", "uniform", "value"), &GeometryInstance3D::set_instance_shader_uniform);
  356. ClassDB::bind_method(D_METHOD("get_instance_shader_uniform", "uniform"), &GeometryInstance3D::get_instance_shader_uniform);
  357. ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance3D::set_extra_cull_margin);
  358. ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance3D::get_extra_cull_margin);
  359. ClassDB::bind_method(D_METHOD("set_lightmap_scale", "scale"), &GeometryInstance3D::set_lightmap_scale);
  360. ClassDB::bind_method(D_METHOD("get_lightmap_scale"), &GeometryInstance3D::get_lightmap_scale);
  361. ClassDB::bind_method(D_METHOD("set_gi_mode", "mode"), &GeometryInstance3D::set_gi_mode);
  362. ClassDB::bind_method(D_METHOD("get_gi_mode"), &GeometryInstance3D::get_gi_mode);
  363. ClassDB::bind_method(D_METHOD("set_ignore_occlusion_culling", "ignore_culling"), &GeometryInstance3D::set_ignore_occlusion_culling);
  364. ClassDB::bind_method(D_METHOD("is_ignoring_occlusion_culling"), &GeometryInstance3D::is_ignoring_occlusion_culling);
  365. ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance3D::set_custom_aabb);
  366. ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance3D::get_aabb);
  367. ADD_GROUP("Geometry", "");
  368. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_override", "get_material_override");
  369. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_overlay", "get_material_overlay");
  370. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "transparency", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_transparency", "get_transparency");
  371. ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
  372. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01,suffix:m"), "set_extra_cull_margin", "get_extra_cull_margin");
  373. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_bias", PROPERTY_HINT_RANGE, "0.001,128,0.001"), "set_lod_bias", "get_lod_bias");
  374. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_occlusion_culling"), "set_ignore_occlusion_culling", "is_ignoring_occlusion_culling");
  375. ADD_GROUP("Global Illumination", "gi_");
  376. ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI only)"), "set_gi_mode", "get_gi_mode");
  377. ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_lightmap_scale", PROPERTY_HINT_ENUM, String::utf8("1×,2×,4×,8×")), "set_lightmap_scale", "get_lightmap_scale");
  378. ADD_GROUP("Visibility Range", "visibility_range_");
  379. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_begin", "get_visibility_range_begin");
  380. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_begin_margin", "get_visibility_range_begin_margin");
  381. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_end", "get_visibility_range_end");
  382. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_end_margin", "get_visibility_range_end_margin");
  383. ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_range_fade_mode", PROPERTY_HINT_ENUM, "Disabled,Self,Dependencies"), "set_visibility_range_fade_mode", "get_visibility_range_fade_mode");
  384. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
  385. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
  386. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  387. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
  388. BIND_ENUM_CONSTANT(GI_MODE_DISABLED);
  389. BIND_ENUM_CONSTANT(GI_MODE_STATIC);
  390. BIND_ENUM_CONSTANT(GI_MODE_DYNAMIC);
  391. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
  392. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_2X);
  393. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_4X);
  394. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_8X);
  395. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_MAX);
  396. BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DISABLED);
  397. BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_SELF);
  398. BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DEPENDENCIES);
  399. }
  400. GeometryInstance3D::GeometryInstance3D() {
  401. }
  402. GeometryInstance3D::~GeometryInstance3D() {
  403. if (material_overlay.is_valid()) {
  404. set_material_overlay(Ref<Material>());
  405. }
  406. if (material_override.is_valid()) {
  407. set_material_override(Ref<Material>());
  408. }
  409. }