godot/scene/3d/visual_instance_3d.h

182 lines
6.1 KiB
C++

/*************************************************************************/
/* visual_instance_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 VISUAL_INSTANCE_H
#define VISUAL_INSTANCE_H
#include "core/math/face3.h"
#include "core/templates/rid.h"
#include "scene/3d/node_3d.h"
#include "scene/resources/material.h"
class VisualInstance3D : public Node3D {
GDCLASS(VisualInstance3D, Node3D);
OBJ_CATEGORY("3D Visual Nodes");
RID base;
RID instance;
uint32_t layers = 1;
RID _get_visual_instance_rid() const;
protected:
void _update_visibility();
void _notification(int p_what);
static void _bind_methods();
public:
enum GetFacesFlags {
FACES_SOLID = 1, // solid geometry
FACES_ENCLOSING = 2,
FACES_DYNAMIC = 4 // dynamic object geometry
};
RID get_instance() const;
virtual AABB get_aabb() const = 0;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const = 0;
virtual AABB get_transformed_aabb() const; // helper
void set_base(const RID &p_base);
RID get_base() const;
void set_layer_mask(uint32_t p_mask);
uint32_t get_layer_mask() const;
void set_layer_mask_bit(int p_layer, bool p_enable);
bool get_layer_mask_bit(int p_layer) const;
VisualInstance3D();
~VisualInstance3D();
};
class GeometryInstance3D : public VisualInstance3D {
GDCLASS(GeometryInstance3D, VisualInstance3D);
public:
enum ShadowCastingSetting {
SHADOW_CASTING_SETTING_OFF = RS::SHADOW_CASTING_SETTING_OFF,
SHADOW_CASTING_SETTING_ON = RS::SHADOW_CASTING_SETTING_ON,
SHADOW_CASTING_SETTING_DOUBLE_SIDED = RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
SHADOW_CASTING_SETTING_SHADOWS_ONLY = RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
};
enum GIMode {
GI_MODE_DISABLED,
GI_MODE_BAKED,
GI_MODE_DYNAMIC
};
enum LightmapScale {
LIGHTMAP_SCALE_1X,
LIGHTMAP_SCALE_2X,
LIGHTMAP_SCALE_4X,
LIGHTMAP_SCALE_8X,
LIGHTMAP_SCALE_MAX,
};
private:
ShadowCastingSetting shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
Ref<Material> material_override;
float lod_min_distance = 0.0;
float lod_max_distance = 0.0;
float lod_min_hysteresis = 0.0;
float lod_max_hysteresis = 0.0;
float lod_bias = 1.0;
mutable HashMap<StringName, Variant> instance_uniforms;
mutable HashMap<StringName, StringName> instance_uniform_property_remap;
float extra_cull_margin = 0.0;
LightmapScale lightmap_scale = LIGHTMAP_SCALE_1X;
GIMode gi_mode = GI_MODE_DISABLED;
bool ignore_occlusion_culling = false;
const StringName *_instance_uniform_get_remap(const StringName p_name) const;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
ShadowCastingSetting get_cast_shadows_setting() const;
void set_lod_min_distance(float p_dist);
float get_lod_min_distance() const;
void set_lod_max_distance(float p_dist);
float get_lod_max_distance() const;
void set_lod_min_hysteresis(float p_dist);
float get_lod_min_hysteresis() const;
void set_lod_max_hysteresis(float p_dist);
float get_lod_max_hysteresis() const;
void set_material_override(const Ref<Material> &p_material);
Ref<Material> get_material_override() const;
void set_extra_cull_margin(float p_margin);
float get_extra_cull_margin() const;
void set_lod_bias(float p_bias);
float get_lod_bias() const;
void set_gi_mode(GIMode p_mode);
GIMode get_gi_mode() const;
void set_lightmap_scale(LightmapScale p_scale);
LightmapScale get_lightmap_scale() const;
void set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value);
Variant get_shader_instance_uniform(const StringName &p_uniform) const;
void set_custom_aabb(AABB aabb);
void set_ignore_occlusion_culling(bool p_enabled);
bool is_ignoring_occlusion_culling();
GeometryInstance3D();
};
VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);
VARIANT_ENUM_CAST(GeometryInstance3D::LightmapScale);
VARIANT_ENUM_CAST(GeometryInstance3D::GIMode);
#endif