godot/scene/3d/visual_instance.cpp

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/*************************************************************************/
/* visual_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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. */
/*************************************************************************/
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#include "visual_instance.h"
#include "scene/scene_string_names.h"
#include "servers/visual_server.h"
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#include "skeleton.h"
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AABB VisualInstance::get_transformed_aabb() const {
return get_global_transform().xform(get_aabb());
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}
void VisualInstance::_refresh_portal_mode() {
VisualServer::get_singleton()->instance_set_portal_mode(instance, (VisualServer::InstancePortalMode)get_portal_mode());
}
void VisualInstance::_update_visibility() {
if (!is_inside_tree()) {
return;
}
bool visible = is_visible_in_tree();
// keep a quick flag available in each node.
// no need to call is_visible_in_tree all over the place,
// providing it is propagated with a notification.
bool already_visible = _is_vi_visible();
_set_vi_visible(visible);
// if making visible, make sure the visual server is up to date with the transform
if (visible && (!already_visible)) {
if (!_is_using_identity_transform()) {
Transform gt = get_global_transform();
VisualServer::get_singleton()->instance_set_transform(instance, gt);
}
}
_change_notify("visible");
VS::get_singleton()->instance_set_visible(get_instance(), visible);
}
void VisualInstance::set_instance_use_identity_transform(bool p_enable) {
// prevent sending instance transforms when using global coords
_set_use_identity_transform(p_enable);
if (is_inside_tree()) {
if (p_enable) {
// want to make sure instance is using identity transform
VisualServer::get_singleton()->instance_set_transform(instance, get_global_transform());
} else {
// want to make sure instance is up to date
VisualServer::get_singleton()->instance_set_transform(instance, Transform());
}
}
}
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void VisualInstance::_notification(int p_what) {
switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
/*
Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
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if (skeleton)
VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
*/
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ERR_FAIL_COND(get_world().is_null());
VisualServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
_update_visibility();
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} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (_is_vi_visible() || is_physics_interpolated_and_enabled()) {
if (!_is_using_identity_transform()) {
Transform gt = get_global_transform();
VisualServer::get_singleton()->instance_set_transform(instance, gt);
// For instance when first adding to the tree, when the previous transform is
// unset, to prevent streaking from the origin.
if (_is_physics_interpolation_reset_requested()) {
if (_is_vi_visible()) {
_notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
}
_set_physics_interpolation_reset_requested(false);
}
}
}
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (_is_vi_visible() && is_physics_interpolated()) {
VisualServer::get_singleton()->instance_reset_physics_interpolation(instance);
}
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
else if (GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
String node_name = is_inside_tree() ? String(get_path()) : String(get_name());
if (!_is_vi_visible()) {
WARN_PRINT("[Physics interpolation] NOTIFICATION_RESET_PHYSICS_INTERPOLATION only works with unhidden nodes: \"" + node_name + "\".");
}
if (!is_physics_interpolated()) {
WARN_PRINT("[Physics interpolation] NOTIFICATION_RESET_PHYSICS_INTERPOLATION only works with interpolated nodes: \"" + node_name + "\".");
}
}
#endif
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} break;
case NOTIFICATION_EXIT_WORLD: {
VisualServer::get_singleton()->instance_set_scenario(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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// the vi visible flag is always set to invisible when outside the tree,
// so it can detect re-entering the tree and becoming visible, and send
// the transform to the visual server
_set_vi_visible(false);
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_visibility();
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} break;
}
}
void VisualInstance::_physics_interpolated_changed() {
VisualServer::get_singleton()->instance_set_interpolated(instance, is_physics_interpolated());
}
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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);
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}
uint32_t VisualInstance::get_layer_mask() const {
return layers;
}
void VisualInstance::set_layer_mask_bit(int p_layer, bool p_enable) {
ERR_FAIL_INDEX(p_layer, 32);
if (p_enable) {
set_layer_mask(layers | (1 << p_layer));
} else {
set_layer_mask(layers & (~(1 << p_layer)));
}
}
bool VisualInstance::get_layer_mask_bit(int p_layer) const {
ERR_FAIL_INDEX_V(p_layer, 32, false);
return (layers & (1 << p_layer));
}
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void VisualInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance::get_base);
ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance::get_instance);
ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance::set_layer_mask);
ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance::get_layer_mask);
ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
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}
void VisualInstance::set_base(const RID &p_base) {
VisualServer::get_singleton()->instance_set_base(instance, p_base);
base = p_base;
}
RID VisualInstance::get_base() const {
return base;
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}
VisualInstance::VisualInstance() {
instance = RID_PRIME(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());
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}
Ref<Material> GeometryInstance::get_material_override() const {
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return material_override;
}
void GeometryInstance::set_material_overlay(const Ref<Material> &p_material) {
material_overlay = p_material;
VS::get_singleton()->instance_geometry_set_material_overlay(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
}
Ref<Material> GeometryInstance::get_material_overlay() const {
return material_overlay;
}
void GeometryInstance::set_generate_lightmap(bool p_enabled) {
generate_lightmap = p_enabled;
}
bool GeometryInstance::get_generate_lightmap() {
return generate_lightmap;
}
void GeometryInstance::set_lightmap_scale(LightmapScale p_scale) {
ERR_FAIL_INDEX(p_scale, LIGHTMAP_SCALE_MAX);
lightmap_scale = p_scale;
}
GeometryInstance::LightmapScale GeometryInstance::get_lightmap_scale() const {
return lightmap_scale;
}
void GeometryInstance::set_lod_min_distance(float p_dist) {
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 {
return lod_min_distance;
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}
void GeometryInstance::set_lod_max_distance(float p_dist) {
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 {
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) {
}
void GeometryInstance::set_flag(Flags p_flag, bool p_value) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
if (flags[p_flag] == p_value) {
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return;
}
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flags[p_flag] = p_value;
VS::get_singleton()->instance_geometry_set_flag(get_instance(), (VS::InstanceFlags)p_flag, p_value);
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}
bool GeometryInstance::get_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
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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::set_custom_aabb(AABB aabb) {
VS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
}
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void GeometryInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance::set_material_override);
ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance::get_material_override);
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ClassDB::bind_method(D_METHOD("set_material_overlay", "material"), &GeometryInstance::set_material_overlay);
ClassDB::bind_method(D_METHOD("get_material_overlay"), &GeometryInstance::get_material_overlay);
ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance::set_flag);
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance::get_flag);
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ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("set_generate_lightmap", "enabled"), &GeometryInstance::set_generate_lightmap);
ClassDB::bind_method(D_METHOD("get_generate_lightmap"), &GeometryInstance::get_generate_lightmap);
ClassDB::bind_method(D_METHOD("set_lightmap_scale", "scale"), &GeometryInstance::set_lightmap_scale);
ClassDB::bind_method(D_METHOD("get_lightmap_scale"), &GeometryInstance::get_lightmap_scale);
ClassDB::bind_method(D_METHOD("set_lod_max_hysteresis", "mode"), &GeometryInstance::set_lod_max_hysteresis);
ClassDB::bind_method(D_METHOD("get_lod_max_hysteresis"), &GeometryInstance::get_lod_max_hysteresis);
ClassDB::bind_method(D_METHOD("set_lod_max_distance", "mode"), &GeometryInstance::set_lod_max_distance);
ClassDB::bind_method(D_METHOD("get_lod_max_distance"), &GeometryInstance::get_lod_max_distance);
ClassDB::bind_method(D_METHOD("set_lod_min_hysteresis", "mode"), &GeometryInstance::set_lod_min_hysteresis);
ClassDB::bind_method(D_METHOD("get_lod_min_hysteresis"), &GeometryInstance::get_lod_min_hysteresis);
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ClassDB::bind_method(D_METHOD("set_lod_min_distance", "mode"), &GeometryInstance::set_lod_min_distance);
ClassDB::bind_method(D_METHOD("get_lod_min_distance"), &GeometryInstance::get_lod_min_distance);
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ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin);
ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance::set_custom_aabb);
ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance::get_aabb);
ADD_GROUP("Geometry", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"), "set_material_override", "get_material_override");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"), "set_material_overlay", "get_material_overlay");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
ADD_GROUP("Baked Light", "");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_in_baked_light"), "set_flag", "get_flag", FLAG_USE_BAKED_LIGHT);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_lightmap"), "set_generate_lightmap", "get_generate_lightmap");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lightmap_scale", PROPERTY_HINT_ENUM, "1x,2x,4x,8x"), "set_lightmap_scale", "get_lightmap_scale");
ADD_GROUP("LOD", "lod_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_distance", "get_lod_min_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_hysteresis", "get_lod_min_hysteresis");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_distance", "get_lod_max_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_hysteresis", "get_lod_max_hysteresis");
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//ADD_SIGNAL( MethodInfo("visibility_changed"));
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BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_2X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_4X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_8X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_MAX);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
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BIND_ENUM_CONSTANT(FLAG_USE_BAKED_LIGHT);
BIND_ENUM_CONSTANT(FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
BIND_ENUM_CONSTANT(FLAG_MAX);
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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;
}
shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
extra_cull_margin = 0;
generate_lightmap = true;
lightmap_scale = LightmapScale::LIGHTMAP_SCALE_1X;
//VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
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}