Implement per-instance custom bounding box
# Conflicts: # servers/visual/visual_server_scene.h
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396218179c
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@ -504,6 +504,8 @@ public:
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BIND3(instance_set_surface_material, RID, int, RID)
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BIND2(instance_set_visible, RID, bool)
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BIND2(instance_set_custom_aabb, RID, AABB)
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BIND2(instance_attach_skeleton, RID, RID)
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BIND2(instance_set_exterior, RID, bool)
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@ -587,6 +587,36 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
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}
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}
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inline bool is_geometry_instance(VisualServer::InstanceType p_type) {
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return p_type == VS::INSTANCE_MESH || p_type == VS::INSTANCE_MULTIMESH || p_type == VS::INSTANCE_PARTICLES || p_type == VS::INSTANCE_IMMEDIATE;
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}
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void VisualServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
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Instance *instance = instance_owner.get(p_instance);
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ERR_FAIL_COND(!instance);
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ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
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if(p_aabb != AABB()) {
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// Set custom AABB
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if (instance->custom_aabb == NULL)
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instance->custom_aabb = memnew(AABB);
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*instance->custom_aabb = p_aabb;
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} else {
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// Clear custom AABB
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if (instance->custom_aabb != NULL) {
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memdelete(instance->custom_aabb);
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instance->custom_aabb = NULL;
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}
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}
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if (instance->scenario)
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_instance_queue_update(instance, true, false);
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}
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void VisualServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
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Instance *instance = instance_owner.get(p_instance);
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@ -828,22 +858,34 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
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} break;
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case VisualServer::INSTANCE_MESH: {
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if (p_instance->custom_aabb)
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new_aabb = *p_instance->custom_aabb;
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else
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new_aabb = VSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
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} break;
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case VisualServer::INSTANCE_MULTIMESH: {
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if (p_instance->custom_aabb)
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new_aabb = *p_instance->custom_aabb;
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else
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new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
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} break;
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case VisualServer::INSTANCE_IMMEDIATE: {
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if (p_instance->custom_aabb)
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new_aabb = *p_instance->custom_aabb;
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else
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new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
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} break;
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case VisualServer::INSTANCE_PARTICLES: {
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if (p_instance->custom_aabb)
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new_aabb = *p_instance->custom_aabb;
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else
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new_aabb = VSG::storage->particles_get_aabb(p_instance->base);
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} break;
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@ -866,6 +908,7 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
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default: {}
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}
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// <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
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if (p_instance->extra_margin)
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new_aabb.grow_by(p_instance->extra_margin);
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@ -197,6 +197,7 @@ public:
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AABB aabb;
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AABB transformed_aabb;
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AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
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float extra_margin;
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uint32_t object_ID;
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@ -251,12 +252,16 @@ public:
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last_frame_pass = 0;
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version = 1;
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base_data = NULL;
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custom_aabb = NULL;
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}
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~Instance() {
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if (base_data)
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memdelete(base_data);
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if (custom_aabb)
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memdelete(custom_aabb);
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}
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};
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@ -460,6 +465,8 @@ public:
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virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
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virtual void instance_set_visible(RID p_instance, bool p_visible);
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virtual void instance_set_custom_aabb(RID p_insatnce, AABB aabb);
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virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
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virtual void instance_set_exterior(RID p_instance, bool p_enabled);
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@ -424,6 +424,7 @@ public:
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FUNC3(instance_set_blend_shape_weight, RID, int, float)
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FUNC3(instance_set_surface_material, RID, int, RID)
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FUNC2(instance_set_visible, RID, bool)
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FUNC2(instance_set_custom_aabb, RID, AABB)
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FUNC2(instance_attach_skeleton, RID, RID)
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FUNC2(instance_set_exterior, RID, bool)
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@ -753,6 +753,8 @@ public:
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virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0;
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virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
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virtual void instance_set_custom_aabb(RID p_instance, AABB aabb) = 0;
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virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
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virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;
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