visual_instance_3d.h 6.9 KB

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  1. /*************************************************************************/
  2. /* visual_instance_3d.h */
  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. #ifndef VISUAL_INSTANCE_3D_H
  31. #define VISUAL_INSTANCE_3D_H
  32. #include "scene/3d/node_3d.h"
  33. class VisualInstance3D : public Node3D {
  34. GDCLASS(VisualInstance3D, Node3D);
  35. RID base;
  36. RID instance;
  37. uint32_t layers = 1;
  38. RID _get_visual_instance_rid() const;
  39. protected:
  40. void _update_visibility();
  41. void _notification(int p_what);
  42. static void _bind_methods();
  43. GDVIRTUAL0RC(AABB, _get_aabb)
  44. public:
  45. enum GetFacesFlags {
  46. FACES_SOLID = 1, // solid geometry
  47. FACES_ENCLOSING = 2,
  48. FACES_DYNAMIC = 4 // dynamic object geometry
  49. };
  50. RID get_instance() const;
  51. virtual AABB get_aabb() const;
  52. virtual AABB get_transformed_aabb() const; // helper
  53. void set_base(const RID &p_base);
  54. RID get_base() const;
  55. void set_layer_mask(uint32_t p_mask);
  56. uint32_t get_layer_mask() const;
  57. void set_layer_mask_value(int p_layer_number, bool p_enable);
  58. bool get_layer_mask_value(int p_layer_number) const;
  59. VisualInstance3D();
  60. ~VisualInstance3D();
  61. };
  62. class GeometryInstance3D : public VisualInstance3D {
  63. GDCLASS(GeometryInstance3D, VisualInstance3D);
  64. public:
  65. enum ShadowCastingSetting {
  66. SHADOW_CASTING_SETTING_OFF = RS::SHADOW_CASTING_SETTING_OFF,
  67. SHADOW_CASTING_SETTING_ON = RS::SHADOW_CASTING_SETTING_ON,
  68. SHADOW_CASTING_SETTING_DOUBLE_SIDED = RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
  69. SHADOW_CASTING_SETTING_SHADOWS_ONLY = RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
  70. };
  71. enum GIMode {
  72. GI_MODE_DISABLED,
  73. GI_MODE_STATIC,
  74. GI_MODE_DYNAMIC
  75. };
  76. enum LightmapScale {
  77. LIGHTMAP_SCALE_1X,
  78. LIGHTMAP_SCALE_2X,
  79. LIGHTMAP_SCALE_4X,
  80. LIGHTMAP_SCALE_8X,
  81. LIGHTMAP_SCALE_MAX,
  82. };
  83. enum VisibilityRangeFadeMode {
  84. VISIBILITY_RANGE_FADE_DISABLED = RS::VISIBILITY_RANGE_FADE_DISABLED,
  85. VISIBILITY_RANGE_FADE_SELF = RS::VISIBILITY_RANGE_FADE_SELF,
  86. VISIBILITY_RANGE_FADE_DEPENDENCIES = RS::VISIBILITY_RANGE_FADE_DEPENDENCIES,
  87. };
  88. private:
  89. ShadowCastingSetting shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
  90. Ref<Material> material_override;
  91. Ref<Material> material_overlay;
  92. float visibility_range_begin = 0.0;
  93. float visibility_range_end = 0.0;
  94. float visibility_range_begin_margin = 0.0;
  95. float visibility_range_end_margin = 0.0;
  96. VisibilityRangeFadeMode visibility_range_fade_mode = VISIBILITY_RANGE_FADE_DISABLED;
  97. float transparency = 0.0f;
  98. float lod_bias = 1.0;
  99. mutable HashMap<StringName, Variant> instance_uniforms;
  100. mutable HashMap<StringName, StringName> instance_uniform_property_remap;
  101. float extra_cull_margin = 0.0;
  102. LightmapScale lightmap_scale = LIGHTMAP_SCALE_1X;
  103. GIMode gi_mode = GI_MODE_STATIC;
  104. bool ignore_occlusion_culling = false;
  105. const StringName *_instance_uniform_get_remap(const StringName p_name) const;
  106. protected:
  107. bool _set(const StringName &p_name, const Variant &p_value);
  108. bool _get(const StringName &p_name, Variant &r_ret) const;
  109. void _get_property_list(List<PropertyInfo> *p_list) const;
  110. static void _bind_methods();
  111. public:
  112. void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
  113. ShadowCastingSetting get_cast_shadows_setting() const;
  114. void set_transparecy(float p_transparency);
  115. float get_transparency() const;
  116. void set_visibility_range_begin(float p_dist);
  117. float get_visibility_range_begin() const;
  118. void set_visibility_range_end(float p_dist);
  119. float get_visibility_range_end() const;
  120. void set_visibility_range_begin_margin(float p_dist);
  121. float get_visibility_range_begin_margin() const;
  122. void set_visibility_range_end_margin(float p_dist);
  123. float get_visibility_range_end_margin() const;
  124. void set_visibility_range_fade_mode(VisibilityRangeFadeMode p_mode);
  125. VisibilityRangeFadeMode get_visibility_range_fade_mode() const;
  126. void set_material_override(const Ref<Material> &p_material);
  127. Ref<Material> get_material_override() const;
  128. void set_material_overlay(const Ref<Material> &p_material);
  129. Ref<Material> get_material_overlay() const;
  130. void set_extra_cull_margin(float p_margin);
  131. float get_extra_cull_margin() const;
  132. void set_lod_bias(float p_bias);
  133. float get_lod_bias() const;
  134. void set_gi_mode(GIMode p_mode);
  135. GIMode get_gi_mode() const;
  136. void set_lightmap_scale(LightmapScale p_scale);
  137. LightmapScale get_lightmap_scale() const;
  138. void set_instance_shader_uniform(const StringName &p_uniform, const Variant &p_value);
  139. Variant get_instance_shader_uniform(const StringName &p_uniform) const;
  140. void set_custom_aabb(AABB aabb);
  141. void set_ignore_occlusion_culling(bool p_enabled);
  142. bool is_ignoring_occlusion_culling();
  143. TypedArray<String> get_configuration_warnings() const override;
  144. GeometryInstance3D();
  145. virtual ~GeometryInstance3D();
  146. };
  147. VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);
  148. VARIANT_ENUM_CAST(GeometryInstance3D::LightmapScale);
  149. VARIANT_ENUM_CAST(GeometryInstance3D::GIMode);
  150. VARIANT_ENUM_CAST(GeometryInstance3D::VisibilityRangeFadeMode);
  151. #endif // VISUAL_INSTANCE_3D_H