/**************************************************************************/ /* occluder_instance_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef OCCLUDER_INSTANCE_3D_H #define OCCLUDER_INSTANCE_3D_H #include "scene/3d/visual_instance_3d.h" class Occluder3D : public Resource { GDCLASS(Occluder3D, Resource); RES_BASE_EXTENSION("occ"); RID occluder; PackedVector3Array vertices; PackedInt32Array indices; AABB aabb; mutable Ref debug_mesh; mutable Vector debug_lines; protected: void _update(); virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) = 0; void _notification(int p_what); public: PackedVector3Array get_vertices() const; PackedInt32Array get_indices() const; Vector get_debug_lines() const; Ref get_debug_mesh() const; AABB get_aabb() const; virtual RID get_rid() const override; Occluder3D(); virtual ~Occluder3D(); }; class ArrayOccluder3D : public Occluder3D { GDCLASS(ArrayOccluder3D, Occluder3D); PackedVector3Array vertices; PackedInt32Array indices; protected: virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override; static void _bind_methods(); public: void set_arrays(PackedVector3Array p_vertices, PackedInt32Array p_indices); void set_vertices(PackedVector3Array p_vertices); void set_indices(PackedInt32Array p_indices); ArrayOccluder3D(); ~ArrayOccluder3D(); }; class QuadOccluder3D : public Occluder3D { GDCLASS(QuadOccluder3D, Occluder3D); private: Size2 size = Vector2(1.0f, 1.0f); protected: virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override; static void _bind_methods(); public: Size2 get_size() const; void set_size(const Size2 &p_size); QuadOccluder3D(); ~QuadOccluder3D(); }; class BoxOccluder3D : public Occluder3D { GDCLASS(BoxOccluder3D, Occluder3D); private: Vector3 size = Vector3(1.0f, 1.0f, 1.0f); protected: virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override; static void _bind_methods(); public: Vector3 get_size() const; void set_size(const Vector3 &p_size); BoxOccluder3D(); ~BoxOccluder3D(); }; class SphereOccluder3D : public Occluder3D { GDCLASS(SphereOccluder3D, Occluder3D); private: static constexpr int RINGS = 7; static constexpr int RADIAL_SEGMENTS = 7; float radius = 1.0f; protected: virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override; static void _bind_methods(); public: float get_radius() const; void set_radius(float p_radius); SphereOccluder3D(); ~SphereOccluder3D(); }; class PolygonOccluder3D : public Occluder3D { GDCLASS(PolygonOccluder3D, Occluder3D); private: Vector polygon; bool _has_editable_3d_polygon_no_depth() const; protected: virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override; static void _bind_methods(); public: void set_polygon(const Vector &p_polygon); Vector get_polygon() const; PolygonOccluder3D(); ~PolygonOccluder3D(); }; class OccluderInstance3D : public VisualInstance3D { GDCLASS(OccluderInstance3D, VisualInstance3D); private: Ref occluder; uint32_t bake_mask = 0xFFFFFFFF; float bake_simplification_dist = 0.1f; void _occluder_changed(); static bool _bake_material_check(Ref p_material); static void _bake_surface(const Transform3D &p_transform, Array p_surface_arrays, Ref p_material, float p_simplification_dist, PackedVector3Array &r_vertices, PackedInt32Array &r_indices); void _bake_node(Node *p_node, PackedVector3Array &r_vertices, PackedInt32Array &r_indices); bool _is_editable_3d_polygon() const; Ref _get_editable_3d_polygon_resource() const; protected: static void _bind_methods(); public: virtual PackedStringArray get_configuration_warnings() const override; enum BakeError { BAKE_ERROR_OK, BAKE_ERROR_NO_SAVE_PATH, BAKE_ERROR_NO_MESHES, BAKE_ERROR_CANT_SAVE, }; void set_occluder(const Ref &p_occluder); Ref get_occluder() const; virtual AABB get_aabb() const override; void set_bake_mask(uint32_t p_mask); uint32_t get_bake_mask() const; void set_bake_simplification_distance(float p_dist); float get_bake_simplification_distance() const; void set_bake_mask_value(int p_layer_number, bool p_enable); bool get_bake_mask_value(int p_layer_number) const; BakeError bake_scene(Node *p_from_node, String p_occluder_path = ""); static void bake_single_node(const Node3D *p_node, float p_simplification_distance, PackedVector3Array &r_vertices, PackedInt32Array &r_indices); OccluderInstance3D(); ~OccluderInstance3D(); }; #endif // OCCLUDER_INSTANCE_3D_H