visual_instance.cpp 12 KB

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  1. /*************************************************************************/
  2. /* visual_instance.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 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 "room_instance.h"
  32. #include "scene/scene_string_names.h"
  33. #include "servers/visual_server.h"
  34. #include "skeleton.h"
  35. Rect3 VisualInstance::get_transformed_aabb() const {
  36. return get_global_transform().xform(get_aabb());
  37. }
  38. void VisualInstance::_update_visibility() {
  39. if (!is_inside_tree())
  40. return;
  41. _change_notify("visible");
  42. VS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
  43. }
  44. void VisualInstance::_notification(int p_what) {
  45. switch (p_what) {
  46. case NOTIFICATION_ENTER_WORLD: {
  47. // CHECK ROOM
  48. Spatial *parent = get_parent_spatial();
  49. Room *room = NULL;
  50. bool is_geom = cast_to<GeometryInstance>();
  51. /* while(parent) {
  52. room = parent->cast_to<Room>();
  53. if (room)
  54. break;
  55. if (is_geom && parent->cast_to<BakedLightSampler>()) {
  56. VS::get_singleton()->instance_geometry_set_baked_light_sampler(get_instance(),parent->cast_to<BakedLightSampler>()->get_instance());
  57. break;
  58. }
  59. parent=parent->get_parent_spatial();
  60. }*/
  61. if (room) {
  62. VisualServer::get_singleton()->instance_set_room(instance, room->get_instance());
  63. }
  64. // CHECK SKELETON => moving skeleton attaching logic to MeshInstance
  65. /*
  66. Skeleton *skeleton=get_parent()?get_parent()->cast_to<Skeleton>():NULL;
  67. if (skeleton)
  68. VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
  69. */
  70. VisualServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
  71. _update_visibility();
  72. } break;
  73. case NOTIFICATION_TRANSFORM_CHANGED: {
  74. Transform gt = get_global_transform();
  75. VisualServer::get_singleton()->instance_set_transform(instance, gt);
  76. } break;
  77. case NOTIFICATION_EXIT_WORLD: {
  78. VisualServer::get_singleton()->instance_set_scenario(instance, RID());
  79. VisualServer::get_singleton()->instance_set_room(instance, RID());
  80. VisualServer::get_singleton()->instance_attach_skeleton(instance, RID());
  81. //VS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
  82. } break;
  83. case NOTIFICATION_VISIBILITY_CHANGED: {
  84. _update_visibility();
  85. } break;
  86. }
  87. }
  88. RID VisualInstance::get_instance() const {
  89. return instance;
  90. }
  91. RID VisualInstance::_get_visual_instance_rid() const {
  92. return instance;
  93. }
  94. void VisualInstance::set_layer_mask(uint32_t p_mask) {
  95. layers = p_mask;
  96. VisualServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
  97. }
  98. uint32_t VisualInstance::get_layer_mask() const {
  99. return layers;
  100. }
  101. void VisualInstance::_bind_methods() {
  102. ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
  103. ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
  104. ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance::set_layer_mask);
  105. ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance::get_layer_mask);
  106. ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
  107. ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
  108. }
  109. void VisualInstance::set_base(const RID &p_base) {
  110. VisualServer::get_singleton()->instance_set_base(instance, p_base);
  111. }
  112. VisualInstance::VisualInstance() {
  113. instance = VisualServer::get_singleton()->instance_create();
  114. VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
  115. layers = 1;
  116. set_notify_transform(true);
  117. }
  118. VisualInstance::~VisualInstance() {
  119. VisualServer::get_singleton()->free(instance);
  120. }
  121. void GeometryInstance::set_material_override(const Ref<Material> &p_material) {
  122. material_override = p_material;
  123. VS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
  124. }
  125. Ref<Material> GeometryInstance::get_material_override() const {
  126. return material_override;
  127. }
  128. void GeometryInstance::set_lod_min_distance(float p_dist) {
  129. lod_min_distance = p_dist;
  130. VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
  131. }
  132. float GeometryInstance::get_lod_min_distance() const {
  133. return lod_min_distance;
  134. }
  135. void GeometryInstance::set_lod_max_distance(float p_dist) {
  136. lod_max_distance = p_dist;
  137. VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
  138. }
  139. float GeometryInstance::get_lod_max_distance() const {
  140. return lod_max_distance;
  141. }
  142. void GeometryInstance::set_lod_min_hysteresis(float p_dist) {
  143. lod_min_hysteresis = p_dist;
  144. VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
  145. }
  146. float GeometryInstance::get_lod_min_hysteresis() const {
  147. return lod_min_hysteresis;
  148. }
  149. void GeometryInstance::set_lod_max_hysteresis(float p_dist) {
  150. lod_max_hysteresis = p_dist;
  151. VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
  152. }
  153. float GeometryInstance::get_lod_max_hysteresis() const {
  154. return lod_max_hysteresis;
  155. }
  156. void GeometryInstance::_notification(int p_what) {
  157. if (p_what == NOTIFICATION_ENTER_WORLD) {
  158. if (flags[FLAG_USE_BAKED_LIGHT]) {
  159. }
  160. } else if (p_what == NOTIFICATION_EXIT_WORLD) {
  161. if (flags[FLAG_USE_BAKED_LIGHT]) {
  162. }
  163. }
  164. }
  165. void GeometryInstance::set_flag(Flags p_flag, bool p_value) {
  166. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  167. if (flags[p_flag] == p_value)
  168. return;
  169. flags[p_flag] = p_value;
  170. VS::get_singleton()->instance_geometry_set_flag(get_instance(), (VS::InstanceFlags)p_flag, p_value);
  171. if (p_flag == FLAG_USE_BAKED_LIGHT) {
  172. }
  173. }
  174. bool GeometryInstance::get_flag(Flags p_flag) const {
  175. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  176. return flags[p_flag];
  177. }
  178. void GeometryInstance::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
  179. shadow_casting_setting = p_shadow_casting_setting;
  180. VS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (VS::ShadowCastingSetting)p_shadow_casting_setting);
  181. }
  182. GeometryInstance::ShadowCastingSetting GeometryInstance::get_cast_shadows_setting() const {
  183. return shadow_casting_setting;
  184. }
  185. void GeometryInstance::set_extra_cull_margin(float p_margin) {
  186. ERR_FAIL_COND(p_margin < 0);
  187. extra_cull_margin = p_margin;
  188. VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
  189. }
  190. float GeometryInstance::get_extra_cull_margin() const {
  191. return extra_cull_margin;
  192. }
  193. void GeometryInstance::_bind_methods() {
  194. ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance::set_material_override);
  195. ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance::get_material_override);
  196. ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance::set_flag);
  197. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance::get_flag);
  198. ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
  199. ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
  200. ClassDB::bind_method(D_METHOD("set_lod_max_hysteresis", "mode"), &GeometryInstance::set_lod_max_hysteresis);
  201. ClassDB::bind_method(D_METHOD("get_lod_max_hysteresis"), &GeometryInstance::get_lod_max_hysteresis);
  202. ClassDB::bind_method(D_METHOD("set_lod_max_distance", "mode"), &GeometryInstance::set_lod_max_distance);
  203. ClassDB::bind_method(D_METHOD("get_lod_max_distance"), &GeometryInstance::get_lod_max_distance);
  204. ClassDB::bind_method(D_METHOD("set_lod_min_hysteresis", "mode"), &GeometryInstance::set_lod_min_hysteresis);
  205. ClassDB::bind_method(D_METHOD("get_lod_min_hysteresis"), &GeometryInstance::get_lod_min_hysteresis);
  206. ClassDB::bind_method(D_METHOD("set_lod_min_distance", "mode"), &GeometryInstance::set_lod_min_distance);
  207. ClassDB::bind_method(D_METHOD("get_lod_min_distance"), &GeometryInstance::get_lod_min_distance);
  208. ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin);
  209. ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
  210. ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance::get_aabb);
  211. ADD_GROUP("Geometry", "");
  212. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"), "set_material_override", "get_material_override");
  213. ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
  214. ADD_PROPERTY(PropertyInfo(Variant::REAL, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0"), "set_extra_cull_margin", "get_extra_cull_margin");
  215. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "visible_in_all_rooms"), "set_flag", "get_flag", FLAG_VISIBLE_IN_ALL_ROOMS);
  216. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_in_baked_light"), "set_flag", "get_flag", FLAG_USE_BAKED_LIGHT);
  217. ADD_GROUP("LOD", "lod_");
  218. ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_distance", "get_lod_min_distance");
  219. ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_hysteresis", "get_lod_min_hysteresis");
  220. ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_distance", "get_lod_max_distance");
  221. ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_hysteresis", "get_lod_max_hysteresis");
  222. //ADD_SIGNAL( MethodInfo("visibility_changed"));
  223. BIND_CONSTANT(FLAG_VISIBLE_IN_ALL_ROOMS);
  224. BIND_CONSTANT(FLAG_MAX);
  225. BIND_CONSTANT(SHADOW_CASTING_SETTING_OFF);
  226. BIND_CONSTANT(SHADOW_CASTING_SETTING_ON);
  227. BIND_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  228. BIND_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
  229. }
  230. GeometryInstance::GeometryInstance() {
  231. lod_min_distance = 0;
  232. lod_max_distance = 0;
  233. lod_min_hysteresis = 0;
  234. lod_max_hysteresis = 0;
  235. for (int i = 0; i < FLAG_MAX; i++) {
  236. flags[i] = false;
  237. }
  238. shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
  239. extra_cull_margin = 0;
  240. //VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
  241. }