visual_instance_3d.cpp 26 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "core/core_string_names.h"
  32. #include "scene/scene_string_names.h"
  33. AABB VisualInstance3D::get_aabb() const {
  34. AABB ret;
  35. GDVIRTUAL_CALL(_get_aabb, ret);
  36. return ret;
  37. }
  38. void VisualInstance3D::_update_visibility() {
  39. if (!is_inside_tree()) {
  40. return;
  41. }
  42. RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
  43. }
  44. void VisualInstance3D::_notification(int p_what) {
  45. switch (p_what) {
  46. case NOTIFICATION_ENTER_WORLD: {
  47. ERR_FAIL_COND(get_world_3d().is_null());
  48. RenderingServer::get_singleton()->instance_set_scenario(instance, get_world_3d()->get_scenario());
  49. _update_visibility();
  50. } break;
  51. case NOTIFICATION_TRANSFORM_CHANGED: {
  52. Transform3D gt = get_global_transform();
  53. RenderingServer::get_singleton()->instance_set_transform(instance, gt);
  54. } break;
  55. case NOTIFICATION_EXIT_WORLD: {
  56. RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
  57. RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
  58. } break;
  59. case NOTIFICATION_VISIBILITY_CHANGED: {
  60. _update_visibility();
  61. } break;
  62. }
  63. }
  64. RID VisualInstance3D::get_instance() const {
  65. return instance;
  66. }
  67. void VisualInstance3D::set_layer_mask(uint32_t p_mask) {
  68. layers = p_mask;
  69. RenderingServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
  70. }
  71. uint32_t VisualInstance3D::get_layer_mask() const {
  72. return layers;
  73. }
  74. void VisualInstance3D::set_layer_mask_value(int p_layer_number, bool p_value) {
  75. ERR_FAIL_COND_MSG(p_layer_number < 1, "Render layer number must be between 1 and 20 inclusive.");
  76. ERR_FAIL_COND_MSG(p_layer_number > 20, "Render layer number must be between 1 and 20 inclusive.");
  77. uint32_t mask = get_layer_mask();
  78. if (p_value) {
  79. mask |= 1 << (p_layer_number - 1);
  80. } else {
  81. mask &= ~(1 << (p_layer_number - 1));
  82. }
  83. set_layer_mask(mask);
  84. }
  85. bool VisualInstance3D::get_layer_mask_value(int p_layer_number) const {
  86. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Render layer number must be between 1 and 20 inclusive.");
  87. ERR_FAIL_COND_V_MSG(p_layer_number > 20, false, "Render layer number must be between 1 and 20 inclusive.");
  88. return layers & (1 << (p_layer_number - 1));
  89. }
  90. void VisualInstance3D::set_sorting_offset(float p_offset) {
  91. sorting_offset = p_offset;
  92. RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
  93. }
  94. float VisualInstance3D::get_sorting_offset() const {
  95. return sorting_offset;
  96. }
  97. void VisualInstance3D::set_sorting_use_aabb_center(bool p_enabled) {
  98. sorting_use_aabb_center = p_enabled;
  99. RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
  100. }
  101. bool VisualInstance3D::is_sorting_use_aabb_center() const {
  102. return sorting_use_aabb_center;
  103. }
  104. void VisualInstance3D::_validate_property(PropertyInfo &p_property) const {
  105. if (p_property.name == "sorting_offset" || p_property.name == "sorting_use_aabb_center") {
  106. p_property.usage = PROPERTY_USAGE_NONE;
  107. }
  108. }
  109. void VisualInstance3D::_bind_methods() {
  110. ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance3D::set_base);
  111. ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance3D::get_base);
  112. ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance3D::get_instance);
  113. ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance3D::set_layer_mask);
  114. ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance3D::get_layer_mask);
  115. ClassDB::bind_method(D_METHOD("set_layer_mask_value", "layer_number", "value"), &VisualInstance3D::set_layer_mask_value);
  116. ClassDB::bind_method(D_METHOD("get_layer_mask_value", "layer_number"), &VisualInstance3D::get_layer_mask_value);
  117. ClassDB::bind_method(D_METHOD("set_sorting_offset", "offset"), &VisualInstance3D::set_sorting_offset);
  118. ClassDB::bind_method(D_METHOD("get_sorting_offset"), &VisualInstance3D::get_sorting_offset);
  119. ClassDB::bind_method(D_METHOD("set_sorting_use_aabb_center", "enabled"), &VisualInstance3D::set_sorting_use_aabb_center);
  120. ClassDB::bind_method(D_METHOD("is_sorting_use_aabb_center"), &VisualInstance3D::is_sorting_use_aabb_center);
  121. GDVIRTUAL_BIND(_get_aabb);
  122. ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
  123. ADD_GROUP("Sorting", "sorting_");
  124. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sorting_offset"), "set_sorting_offset", "get_sorting_offset");
  125. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sorting_use_aabb_center"), "set_sorting_use_aabb_center", "is_sorting_use_aabb_center");
  126. }
  127. void VisualInstance3D::set_base(const RID &p_base) {
  128. RenderingServer::get_singleton()->instance_set_base(instance, p_base);
  129. base = p_base;
  130. }
  131. RID VisualInstance3D::get_base() const {
  132. return base;
  133. }
  134. VisualInstance3D::VisualInstance3D() {
  135. instance = RenderingServer::get_singleton()->instance_create();
  136. RenderingServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
  137. set_notify_transform(true);
  138. }
  139. VisualInstance3D::~VisualInstance3D() {
  140. ERR_FAIL_NULL(RenderingServer::get_singleton());
  141. RenderingServer::get_singleton()->free(instance);
  142. }
  143. void GeometryInstance3D::set_material_override(const Ref<Material> &p_material) {
  144. if (material_override.is_valid()) {
  145. material_override->disconnect(CoreStringNames::get_singleton()->property_list_changed, callable_mp((Object *)this, &Object::notify_property_list_changed));
  146. }
  147. material_override = p_material;
  148. if (material_override.is_valid()) {
  149. material_override->connect(CoreStringNames::get_singleton()->property_list_changed, callable_mp((Object *)this, &Object::notify_property_list_changed));
  150. }
  151. RS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
  152. }
  153. Ref<Material> GeometryInstance3D::get_material_override() const {
  154. return material_override;
  155. }
  156. void GeometryInstance3D::set_material_overlay(const Ref<Material> &p_material) {
  157. material_overlay = p_material;
  158. RS::get_singleton()->instance_geometry_set_material_overlay(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
  159. }
  160. Ref<Material> GeometryInstance3D::get_material_overlay() const {
  161. return material_overlay;
  162. }
  163. void GeometryInstance3D::set_transparency(float p_transparency) {
  164. transparency = CLAMP(p_transparency, 0.0f, 1.0f);
  165. RS::get_singleton()->instance_geometry_set_transparency(get_instance(), transparency);
  166. }
  167. float GeometryInstance3D::get_transparency() const {
  168. return transparency;
  169. }
  170. void GeometryInstance3D::set_visibility_range_begin(float p_dist) {
  171. visibility_range_begin = 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_begin() const {
  176. return visibility_range_begin;
  177. }
  178. void GeometryInstance3D::set_visibility_range_end(float p_dist) {
  179. visibility_range_end = p_dist;
  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. float GeometryInstance3D::get_visibility_range_end() const {
  184. return visibility_range_end;
  185. }
  186. void GeometryInstance3D::set_visibility_range_begin_margin(float p_dist) {
  187. visibility_range_begin_margin = p_dist;
  188. 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);
  189. update_configuration_warnings();
  190. }
  191. float GeometryInstance3D::get_visibility_range_begin_margin() const {
  192. return visibility_range_begin_margin;
  193. }
  194. void GeometryInstance3D::set_visibility_range_end_margin(float p_dist) {
  195. visibility_range_end_margin = p_dist;
  196. 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);
  197. update_configuration_warnings();
  198. }
  199. float GeometryInstance3D::get_visibility_range_end_margin() const {
  200. return visibility_range_end_margin;
  201. }
  202. void GeometryInstance3D::set_visibility_range_fade_mode(VisibilityRangeFadeMode p_mode) {
  203. visibility_range_fade_mode = p_mode;
  204. 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);
  205. update_configuration_warnings();
  206. }
  207. GeometryInstance3D::VisibilityRangeFadeMode GeometryInstance3D::get_visibility_range_fade_mode() const {
  208. return visibility_range_fade_mode;
  209. }
  210. const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringName &p_name) const {
  211. StringName *r = instance_shader_parameter_property_remap.getptr(p_name);
  212. if (!r) {
  213. String s = p_name;
  214. #ifndef DISABLE_DEPRECATED
  215. if (s.begins_with("shader_uniforms/")) {
  216. s = s.replace("shader_uniforms/", "instance_shader_parameters/");
  217. }
  218. #endif // DISABLE_DEPRECATED
  219. if (s.begins_with("instance_shader_parameters/")) {
  220. StringName pname = StringName(s);
  221. StringName name = s.replace("instance_shader_parameters/", "");
  222. instance_shader_parameter_property_remap[pname] = name;
  223. return instance_shader_parameter_property_remap.getptr(pname);
  224. }
  225. return nullptr;
  226. }
  227. return r;
  228. }
  229. bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value) {
  230. const StringName *r = _instance_uniform_get_remap(p_name);
  231. if (r) {
  232. set_instance_shader_parameter(*r, p_value);
  233. return true;
  234. }
  235. #ifndef DISABLE_DEPRECATED
  236. if (p_name == SceneStringNames::get_singleton()->use_in_baked_light && bool(p_value)) {
  237. set_gi_mode(GI_MODE_STATIC);
  238. return true;
  239. }
  240. if (p_name == SceneStringNames::get_singleton()->use_dynamic_gi && bool(p_value)) {
  241. set_gi_mode(GI_MODE_DYNAMIC);
  242. return true;
  243. }
  244. #endif // DISABLE_DEPRECATED
  245. return false;
  246. }
  247. bool GeometryInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
  248. const StringName *r = _instance_uniform_get_remap(p_name);
  249. if (r) {
  250. r_ret = get_instance_shader_parameter(*r);
  251. return true;
  252. }
  253. return false;
  254. }
  255. void GeometryInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
  256. List<PropertyInfo> pinfo;
  257. RS::get_singleton()->instance_geometry_get_shader_parameter_list(get_instance(), &pinfo);
  258. for (PropertyInfo &pi : pinfo) {
  259. bool has_def_value = false;
  260. Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), pi.name);
  261. if (def_value.get_type() != Variant::NIL) {
  262. has_def_value = true;
  263. }
  264. if (instance_shader_parameters.has(pi.name)) {
  265. pi.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | (has_def_value ? (PROPERTY_USAGE_CHECKABLE | PROPERTY_USAGE_CHECKED) : PROPERTY_USAGE_NONE);
  266. } else {
  267. pi.usage = PROPERTY_USAGE_EDITOR | (has_def_value ? PROPERTY_USAGE_CHECKABLE : PROPERTY_USAGE_NONE); //do not save if not changed
  268. }
  269. pi.name = "instance_shader_parameters/" + pi.name;
  270. p_list->push_back(pi);
  271. }
  272. }
  273. void GeometryInstance3D::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
  274. shadow_casting_setting = p_shadow_casting_setting;
  275. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (RS::ShadowCastingSetting)p_shadow_casting_setting);
  276. }
  277. GeometryInstance3D::ShadowCastingSetting GeometryInstance3D::get_cast_shadows_setting() const {
  278. return shadow_casting_setting;
  279. }
  280. void GeometryInstance3D::set_extra_cull_margin(float p_margin) {
  281. ERR_FAIL_COND(p_margin < 0);
  282. extra_cull_margin = p_margin;
  283. RS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
  284. }
  285. float GeometryInstance3D::get_extra_cull_margin() const {
  286. return extra_cull_margin;
  287. }
  288. void GeometryInstance3D::set_lod_bias(float p_bias) {
  289. ERR_FAIL_COND(p_bias < 0.0);
  290. lod_bias = p_bias;
  291. RS::get_singleton()->instance_geometry_set_lod_bias(get_instance(), lod_bias);
  292. }
  293. float GeometryInstance3D::get_lod_bias() const {
  294. return lod_bias;
  295. }
  296. void GeometryInstance3D::set_instance_shader_parameter(const StringName &p_name, const Variant &p_value) {
  297. if (p_value.get_type() == Variant::NIL) {
  298. Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), p_name);
  299. RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_name, def_value);
  300. instance_shader_parameters.erase(p_value);
  301. } else {
  302. instance_shader_parameters[p_name] = p_value;
  303. if (p_value.get_type() == Variant::OBJECT) {
  304. RID tex_id = p_value;
  305. RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_name, tex_id);
  306. } else {
  307. RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_name, p_value);
  308. }
  309. }
  310. }
  311. Variant GeometryInstance3D::get_instance_shader_parameter(const StringName &p_name) const {
  312. return RS::get_singleton()->instance_geometry_get_shader_parameter(get_instance(), p_name);
  313. }
  314. void GeometryInstance3D::set_custom_aabb(AABB p_aabb) {
  315. if (p_aabb == custom_aabb) {
  316. return;
  317. }
  318. custom_aabb = p_aabb;
  319. RS::get_singleton()->instance_set_custom_aabb(get_instance(), custom_aabb);
  320. }
  321. AABB GeometryInstance3D::get_custom_aabb() const {
  322. return custom_aabb;
  323. }
  324. void GeometryInstance3D::set_lightmap_scale(LightmapScale p_scale) {
  325. ERR_FAIL_INDEX(p_scale, LIGHTMAP_SCALE_MAX);
  326. lightmap_scale = p_scale;
  327. }
  328. GeometryInstance3D::LightmapScale GeometryInstance3D::get_lightmap_scale() const {
  329. return lightmap_scale;
  330. }
  331. void GeometryInstance3D::set_gi_mode(GIMode p_mode) {
  332. switch (p_mode) {
  333. case GI_MODE_DISABLED: {
  334. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  335. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
  336. } break;
  337. case GI_MODE_STATIC: {
  338. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, true);
  339. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
  340. } break;
  341. case GI_MODE_DYNAMIC: {
  342. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  343. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, true);
  344. } break;
  345. }
  346. gi_mode = p_mode;
  347. }
  348. GeometryInstance3D::GIMode GeometryInstance3D::get_gi_mode() const {
  349. return gi_mode;
  350. }
  351. void GeometryInstance3D::set_ignore_occlusion_culling(bool p_enabled) {
  352. ignore_occlusion_culling = p_enabled;
  353. RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, ignore_occlusion_culling);
  354. }
  355. bool GeometryInstance3D::is_ignoring_occlusion_culling() {
  356. return ignore_occlusion_culling;
  357. }
  358. Array GeometryInstance3D::get_configuration_warnings() const {
  359. Array warnings = Node::get_configuration_warnings();
  360. if (!Math::is_zero_approx(visibility_range_end) && visibility_range_end <= visibility_range_begin) {
  361. 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."));
  362. }
  363. 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)) {
  364. 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."));
  365. }
  366. 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)) {
  367. 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."));
  368. }
  369. return warnings;
  370. }
  371. void GeometryInstance3D::_validate_property(PropertyInfo &p_property) const {
  372. if (p_property.name == "sorting_offset" || p_property.name == "sorting_use_aabb_center") {
  373. p_property.usage = PROPERTY_USAGE_DEFAULT;
  374. }
  375. }
  376. void GeometryInstance3D::_bind_methods() {
  377. ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance3D::set_material_override);
  378. ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance3D::get_material_override);
  379. ClassDB::bind_method(D_METHOD("set_material_overlay", "material"), &GeometryInstance3D::set_material_overlay);
  380. ClassDB::bind_method(D_METHOD("get_material_overlay"), &GeometryInstance3D::get_material_overlay);
  381. ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance3D::set_cast_shadows_setting);
  382. ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance3D::get_cast_shadows_setting);
  383. ClassDB::bind_method(D_METHOD("set_lod_bias", "bias"), &GeometryInstance3D::set_lod_bias);
  384. ClassDB::bind_method(D_METHOD("get_lod_bias"), &GeometryInstance3D::get_lod_bias);
  385. ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &GeometryInstance3D::set_transparency);
  386. ClassDB::bind_method(D_METHOD("get_transparency"), &GeometryInstance3D::get_transparency);
  387. ClassDB::bind_method(D_METHOD("set_visibility_range_end_margin", "distance"), &GeometryInstance3D::set_visibility_range_end_margin);
  388. ClassDB::bind_method(D_METHOD("get_visibility_range_end_margin"), &GeometryInstance3D::get_visibility_range_end_margin);
  389. ClassDB::bind_method(D_METHOD("set_visibility_range_end", "distance"), &GeometryInstance3D::set_visibility_range_end);
  390. ClassDB::bind_method(D_METHOD("get_visibility_range_end"), &GeometryInstance3D::get_visibility_range_end);
  391. ClassDB::bind_method(D_METHOD("set_visibility_range_begin_margin", "distance"), &GeometryInstance3D::set_visibility_range_begin_margin);
  392. ClassDB::bind_method(D_METHOD("get_visibility_range_begin_margin"), &GeometryInstance3D::get_visibility_range_begin_margin);
  393. ClassDB::bind_method(D_METHOD("set_visibility_range_begin", "distance"), &GeometryInstance3D::set_visibility_range_begin);
  394. ClassDB::bind_method(D_METHOD("get_visibility_range_begin"), &GeometryInstance3D::get_visibility_range_begin);
  395. ClassDB::bind_method(D_METHOD("set_visibility_range_fade_mode", "mode"), &GeometryInstance3D::set_visibility_range_fade_mode);
  396. ClassDB::bind_method(D_METHOD("get_visibility_range_fade_mode"), &GeometryInstance3D::get_visibility_range_fade_mode);
  397. ClassDB::bind_method(D_METHOD("set_instance_shader_parameter", "name", "value"), &GeometryInstance3D::set_instance_shader_parameter);
  398. ClassDB::bind_method(D_METHOD("get_instance_shader_parameter", "name"), &GeometryInstance3D::get_instance_shader_parameter);
  399. ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance3D::set_extra_cull_margin);
  400. ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance3D::get_extra_cull_margin);
  401. ClassDB::bind_method(D_METHOD("set_lightmap_scale", "scale"), &GeometryInstance3D::set_lightmap_scale);
  402. ClassDB::bind_method(D_METHOD("get_lightmap_scale"), &GeometryInstance3D::get_lightmap_scale);
  403. ClassDB::bind_method(D_METHOD("set_gi_mode", "mode"), &GeometryInstance3D::set_gi_mode);
  404. ClassDB::bind_method(D_METHOD("get_gi_mode"), &GeometryInstance3D::get_gi_mode);
  405. ClassDB::bind_method(D_METHOD("set_ignore_occlusion_culling", "ignore_culling"), &GeometryInstance3D::set_ignore_occlusion_culling);
  406. ClassDB::bind_method(D_METHOD("is_ignoring_occlusion_culling"), &GeometryInstance3D::is_ignoring_occlusion_culling);
  407. ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance3D::set_custom_aabb);
  408. ClassDB::bind_method(D_METHOD("get_custom_aabb"), &GeometryInstance3D::get_custom_aabb);
  409. ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance3D::get_aabb);
  410. ADD_GROUP("Geometry", "");
  411. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT), "set_material_override", "get_material_override");
  412. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT), "set_material_overlay", "get_material_overlay");
  413. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "transparency", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_transparency", "get_transparency");
  414. ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
  415. 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");
  416. ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, "suffix:m"), "set_custom_aabb", "get_custom_aabb");
  417. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_bias", PROPERTY_HINT_RANGE, "0.001,128,0.001"), "set_lod_bias", "get_lod_bias");
  418. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_occlusion_culling"), "set_ignore_occlusion_culling", "is_ignoring_occlusion_culling");
  419. ADD_GROUP("Global Illumination", "gi_");
  420. ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Static,Dynamic"), "set_gi_mode", "get_gi_mode");
  421. ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_lightmap_scale", PROPERTY_HINT_ENUM, String::utf8("1×,2×,4×,8×")), "set_lightmap_scale", "get_lightmap_scale");
  422. ADD_GROUP("Visibility Range", "visibility_range_");
  423. 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");
  424. 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");
  425. 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");
  426. 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");
  427. 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");
  428. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
  429. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
  430. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  431. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
  432. BIND_ENUM_CONSTANT(GI_MODE_DISABLED);
  433. BIND_ENUM_CONSTANT(GI_MODE_STATIC);
  434. BIND_ENUM_CONSTANT(GI_MODE_DYNAMIC);
  435. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
  436. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_2X);
  437. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_4X);
  438. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_8X);
  439. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_MAX);
  440. BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DISABLED);
  441. BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_SELF);
  442. BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DEPENDENCIES);
  443. }
  444. GeometryInstance3D::GeometryInstance3D() {
  445. }
  446. GeometryInstance3D::~GeometryInstance3D() {
  447. if (material_overlay.is_valid()) {
  448. set_material_overlay(Ref<Material>());
  449. }
  450. if (material_override.is_valid()) {
  451. set_material_override(Ref<Material>());
  452. }
  453. }