godot/scene/3d/visual_instance.cpp

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/*************************************************************************/
/* visual_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "visual_instance.h"
#include "servers/visual_server.h"
#include "room_instance.h"
#include "scene/scene_string_names.h"
#include "skeleton.h"
Rect3 VisualInstance::get_transformed_aabb() const {
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return get_global_transform().xform( get_aabb() );
}
void VisualInstance::_update_visibility() {
if (!is_inside_tree())
return;
_change_notify("visible");
VS::get_singleton()->instance_set_visible(get_instance(),is_visible_in_tree());
}
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void VisualInstance::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_WORLD: {
// CHECK ROOM
Spatial * parent = get_parent_spatial();
Room *room=NULL;
bool is_geom = cast_to<GeometryInstance>();
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/* while(parent) {
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room = parent->cast_to<Room>();
if (room)
break;
if (is_geom && parent->cast_to<BakedLightSampler>()) {
VS::get_singleton()->instance_geometry_set_baked_light_sampler(get_instance(),parent->cast_to<BakedLightSampler>()->get_instance());
break;
}
parent=parent->get_parent_spatial();
}*/
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if (room) {
VisualServer::get_singleton()->instance_set_room(instance,room->get_instance());
}
// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
/*
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Skeleton *skeleton=get_parent()?get_parent()->cast_to<Skeleton>():NULL;
if (skeleton)
VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
*/
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VisualServer::get_singleton()->instance_set_scenario( instance, get_world()->get_scenario() );
_update_visibility();
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} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
Transform gt = get_global_transform();
VisualServer::get_singleton()->instance_set_transform(instance,gt);
} break;
case NOTIFICATION_EXIT_WORLD: {
VisualServer::get_singleton()->instance_set_scenario( instance, RID() );
VisualServer::get_singleton()->instance_set_room(instance,RID());
VisualServer::get_singleton()->instance_attach_skeleton( instance, RID() );
//VS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
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} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
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_update_visibility();
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} break;
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}
}
RID VisualInstance::get_instance() const {
return instance;
}
RID VisualInstance::_get_visual_instance_rid() const {
return instance;
}
void VisualInstance::set_layer_mask(uint32_t p_mask) {
layers=p_mask;
VisualServer::get_singleton()->instance_set_layer_mask(instance,p_mask);
}
uint32_t VisualInstance::get_layer_mask() const {
return layers;
}
void VisualInstance::_bind_methods() {
ClassDB::bind_method(_MD("_get_visual_instance_rid"),&VisualInstance::_get_visual_instance_rid);
ClassDB::bind_method(_MD("set_base","base"), &VisualInstance::set_base);
ClassDB::bind_method(_MD("set_layer_mask","mask"), &VisualInstance::set_layer_mask);
ClassDB::bind_method(_MD("get_layer_mask"), &VisualInstance::get_layer_mask);
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ClassDB::bind_method(_MD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
ADD_PROPERTY( PropertyInfo( Variant::INT, "layers",PROPERTY_HINT_LAYERS_3D_RENDER), _SCS("set_layer_mask"), _SCS("get_layer_mask"));
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}
void VisualInstance::set_base(const RID& p_base) {
VisualServer::get_singleton()->instance_set_base(instance,p_base);
}
VisualInstance::VisualInstance()
{
instance = VisualServer::get_singleton()->instance_create();
VisualServer::get_singleton()->instance_attach_object_instance_ID( instance, get_instance_ID() );
layers=1;
set_notify_transform(true);
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}
VisualInstance::~VisualInstance() {
VisualServer::get_singleton()->free(instance);
}
void GeometryInstance::set_material_override(const Ref<Material>& p_material) {
material_override=p_material;
VS::get_singleton()->instance_geometry_set_material_override(get_instance(),p_material.is_valid() ? p_material->get_rid() : RID());
}
Ref<Material> GeometryInstance::get_material_override() const{
return material_override;
}
void GeometryInstance::set_lod_min_distance(float p_dist){
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lod_min_distance=p_dist;
VS::get_singleton()->instance_geometry_set_draw_range(get_instance(),lod_min_distance,lod_max_distance,lod_min_hysteresis,lod_max_hysteresis);
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}
float GeometryInstance::get_lod_min_distance() const{
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return lod_min_distance;
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}
void GeometryInstance::set_lod_max_distance(float p_dist) {
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lod_max_distance=p_dist;
VS::get_singleton()->instance_geometry_set_draw_range(get_instance(),lod_min_distance,lod_max_distance,lod_min_hysteresis,lod_max_hysteresis);
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}
float GeometryInstance::get_lod_max_distance() const {
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return lod_max_distance;
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}
void GeometryInstance::set_lod_min_hysteresis(float p_dist){
lod_min_hysteresis=p_dist;
VS::get_singleton()->instance_geometry_set_draw_range(get_instance(),lod_min_distance,lod_max_distance,lod_min_hysteresis,lod_max_hysteresis);
}
float GeometryInstance::get_lod_min_hysteresis() const{
return lod_min_hysteresis;
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}
void GeometryInstance::set_lod_max_hysteresis(float p_dist) {
lod_max_hysteresis=p_dist;
VS::get_singleton()->instance_geometry_set_draw_range(get_instance(),lod_min_distance,lod_max_distance,lod_min_hysteresis,lod_max_hysteresis);
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}
float GeometryInstance::get_lod_max_hysteresis() const {
return lod_max_hysteresis;
}
void GeometryInstance::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_WORLD) {
if (flags[FLAG_USE_BAKED_LIGHT]) {
}
} else if (p_what==NOTIFICATION_EXIT_WORLD) {
if (flags[FLAG_USE_BAKED_LIGHT]) {
}
}
}
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void GeometryInstance::set_flag(Flags p_flag,bool p_value) {
ERR_FAIL_INDEX(p_flag,FLAG_MAX);
if (p_flag==FLAG_CAST_SHADOW) {
if (p_value == true) {
set_cast_shadows_setting(SHADOW_CASTING_SETTING_ON);
}
else {
set_cast_shadows_setting(SHADOW_CASTING_SETTING_OFF);
}
}
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if (flags[p_flag]==p_value)
return;
flags[p_flag]=p_value;
VS::get_singleton()->instance_geometry_set_flag(get_instance(),(VS::InstanceFlags)p_flag,p_value);
if (p_flag==FLAG_USE_BAKED_LIGHT) {
}
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}
bool GeometryInstance::get_flag(Flags p_flag) const{
ERR_FAIL_INDEX_V(p_flag,FLAG_MAX,false);
if (p_flag == FLAG_CAST_SHADOW) {
if (shadow_casting_setting == SHADOW_CASTING_SETTING_OFF) {
return false;
}
else {
return true;
}
}
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return flags[p_flag];
}
void GeometryInstance::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
shadow_casting_setting = p_shadow_casting_setting;
VS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (VS::ShadowCastingSetting)p_shadow_casting_setting);
}
GeometryInstance::ShadowCastingSetting GeometryInstance::get_cast_shadows_setting() const {
return shadow_casting_setting;
}
void GeometryInstance::set_extra_cull_margin(float p_margin) {
ERR_FAIL_COND(p_margin<0);
extra_cull_margin=p_margin;
VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(),extra_cull_margin);
}
float GeometryInstance::get_extra_cull_margin() const{
return extra_cull_margin;
}
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void GeometryInstance::_bind_methods() {
ClassDB::bind_method(_MD("set_material_override","material"), &GeometryInstance::set_material_override);
ClassDB::bind_method(_MD("get_material_override"), &GeometryInstance::get_material_override);
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ClassDB::bind_method(_MD("set_flag","flag","value"), &GeometryInstance::set_flag);
ClassDB::bind_method(_MD("get_flag","flag"), &GeometryInstance::get_flag);
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ClassDB::bind_method(_MD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
ClassDB::bind_method(_MD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
ClassDB::bind_method(_MD("set_lod_max_hysteresis","mode"), &GeometryInstance::set_lod_max_hysteresis);
ClassDB::bind_method(_MD("get_lod_max_hysteresis"), &GeometryInstance::get_lod_max_hysteresis);
ClassDB::bind_method(_MD("set_lod_max_distance","mode"), &GeometryInstance::set_lod_max_distance);
ClassDB::bind_method(_MD("get_lod_max_distance"), &GeometryInstance::get_lod_max_distance);
ClassDB::bind_method(_MD("set_lod_min_hysteresis","mode"), &GeometryInstance::set_lod_min_hysteresis);
ClassDB::bind_method(_MD("get_lod_min_hysteresis"), &GeometryInstance::get_lod_min_hysteresis);
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ClassDB::bind_method(_MD("set_lod_min_distance","mode"), &GeometryInstance::set_lod_min_distance);
ClassDB::bind_method(_MD("get_lod_min_distance"), &GeometryInstance::get_lod_min_distance);
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ClassDB::bind_method(_MD("set_extra_cull_margin","margin"), &GeometryInstance::set_extra_cull_margin);
ClassDB::bind_method(_MD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
ClassDB::bind_method(_MD("get_aabb"),&GeometryInstance::get_aabb);
ADD_GROUP("Geometry","");
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "material_override",PROPERTY_HINT_RESOURCE_TYPE,"Material"), _SCS("set_material_override"), _SCS("get_material_override"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), _SCS("set_cast_shadows_setting"), _SCS("get_cast_shadows_setting"));
ADD_PROPERTY( PropertyInfo( Variant::REAL, "extra_cull_margin",PROPERTY_HINT_RANGE,"0,16384,0"), _SCS("set_extra_cull_margin"), _SCS("get_extra_cull_margin"));
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "use_as_billboard"), _SCS("set_flag"), _SCS("get_flag"),FLAG_BILLBOARD);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "use_as_y_billboard"), _SCS("set_flag"), _SCS("get_flag"),FLAG_BILLBOARD_FIX_Y);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "use_depth_scale"), _SCS("set_flag"), _SCS("get_flag"),FLAG_DEPH_SCALE);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "visible_in_all_rooms"), _SCS("set_flag"), _SCS("get_flag"),FLAG_VISIBLE_IN_ALL_ROOMS);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "use_in_baked_light"), _SCS("set_flag"), _SCS("get_flag"),FLAG_USE_BAKED_LIGHT);
ADD_GROUP("LOD","lod_");
ADD_PROPERTY( PropertyInfo( Variant::INT, "lod_min_distance",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_lod_min_distance"), _SCS("get_lod_min_distance"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "lod_min_hysteresis",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_lod_min_hysteresis"), _SCS("get_lod_min_hysteresis"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "lod_max_distance",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_lod_max_distance"), _SCS("get_lod_max_distance"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "lod_max_hysteresis",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_lod_max_hysteresis"), _SCS("get_lod_max_hysteresis"));
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//ADD_SIGNAL( MethodInfo("visibility_changed"));
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BIND_CONSTANT(FLAG_CAST_SHADOW );
BIND_CONSTANT(FLAG_BILLBOARD );
BIND_CONSTANT(FLAG_BILLBOARD_FIX_Y );
BIND_CONSTANT(FLAG_DEPH_SCALE );
BIND_CONSTANT(FLAG_VISIBLE_IN_ALL_ROOMS );
BIND_CONSTANT(FLAG_MAX );
BIND_CONSTANT(SHADOW_CASTING_SETTING_OFF);
BIND_CONSTANT(SHADOW_CASTING_SETTING_ON);
BIND_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
BIND_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
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}
GeometryInstance::GeometryInstance() {
lod_min_distance=0;
lod_max_distance=0;
lod_min_hysteresis=0;
lod_max_hysteresis=0;
for(int i=0;i<FLAG_MAX;i++) {
flags[i]=false;
}
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flags[FLAG_CAST_SHADOW]=true;
shadow_casting_setting=SHADOW_CASTING_SETTING_ON;
extra_cull_margin=0;
//VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
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}