godot/scene/3d/visual_instance.cpp
Juan Linietsky 2ee4ac183b Little Bits
-=-=-=-=-=-

-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
2014-08-14 10:31:38 -03:00

367 lines
12 KiB
C++

/*************************************************************************/
/* visual_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "visual_instance.h"
#include "servers/visual_server.h"
#include "room_instance.h"
#include "scene/scene_string_names.h"
#include "baked_light_instance.h"
#include "skeleton.h"
AABB VisualInstance::get_transformed_aabb() const {
return get_global_transform().xform( get_aabb() );
}
void VisualInstance::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_WORLD: {
// CHECK ROOM
Spatial * parent = get_parent_spatial();
Room *room=NULL;
while(parent) {
room = parent->cast_to<Room>();
if (room)
break;
else
parent=parent->get_parent_spatial();
}
if (room) {
VisualServer::get_singleton()->instance_set_room(instance,room->get_instance());
}
// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
/*
Skeleton *skeleton=get_parent()?get_parent()->cast_to<Skeleton>():NULL;
if (skeleton)
VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
*/
VisualServer::get_singleton()->instance_set_scenario( instance, get_world()->get_scenario() );
} 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() );
} break;
}
}
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() {
ObjectTypeDB::bind_method(_MD("_get_visual_instance_rid"),&VisualInstance::_get_visual_instance_rid);
ObjectTypeDB::bind_method(_MD("set_base","base"), &VisualInstance::set_base);
ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"), &VisualInstance::set_layer_mask);
ObjectTypeDB::bind_method(_MD("get_layer_mask"), &VisualInstance::get_layer_mask);
ADD_PROPERTY( PropertyInfo( Variant::INT, "layers",PROPERTY_HINT_ALL_FLAGS), _SCS("set_layer_mask"), _SCS("get_layer_mask"));
}
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;
}
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_draw_range_begin(float p_dist){
draw_begin=p_dist;
VS::get_singleton()->instance_geometry_set_draw_range(get_instance(),draw_begin,draw_end);
}
float GeometryInstance::get_draw_range_begin() const{
return draw_begin;
}
void GeometryInstance::set_draw_range_end(float p_dist) {
draw_end=p_dist;
VS::get_singleton()->instance_geometry_set_draw_range(get_instance(),draw_begin,draw_end);
}
float GeometryInstance::get_draw_range_end() const {
return draw_end;
}
void GeometryInstance::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_WORLD) {
if (flags[FLAG_USE_BAKED_LIGHT]) {
_find_baked_light();
}
_update_visibility();
} else if (p_what==NOTIFICATION_EXIT_WORLD) {
if (flags[FLAG_USE_BAKED_LIGHT]) {
if (baked_light_instance) {
baked_light_instance->disconnect(SceneStringNames::get_singleton()->baked_light_changed,this,SceneStringNames::get_singleton()->_baked_light_changed);
baked_light_instance=NULL;
}
_baked_light_changed();
}
} if (p_what==NOTIFICATION_VISIBILITY_CHANGED) {
_update_visibility();
}
}
void GeometryInstance::_baked_light_changed() {
if (!baked_light_instance)
VS::get_singleton()->instance_geometry_set_baked_light(get_instance(),RID());
else
VS::get_singleton()->instance_geometry_set_baked_light(get_instance(),baked_light_instance->get_baked_light_instance());
}
void GeometryInstance::_find_baked_light() {
Node *n=get_parent();
while(n) {
BakedLightInstance *bl=n->cast_to<BakedLightInstance>();
if (bl) {
baked_light_instance=bl;
baked_light_instance->connect(SceneStringNames::get_singleton()->baked_light_changed,this,SceneStringNames::get_singleton()->_baked_light_changed);
_baked_light_changed();
return;
}
n=n->get_parent();
}
_baked_light_changed();
}
void GeometryInstance::_update_visibility() {
if (!is_inside_scene())
return;
_change_notify("geometry/visible");
VS::get_singleton()->instance_geometry_set_flag(get_instance(),VS::INSTANCE_FLAG_VISIBLE,is_visible() && flags[FLAG_VISIBLE]);
}
void GeometryInstance::set_flag(Flags p_flag,bool p_value) {
ERR_FAIL_INDEX(p_flag,FLAG_MAX);
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_VISIBLE) {
_update_visibility();
}
if (p_flag==FLAG_USE_BAKED_LIGHT) {
if (is_inside_world()) {
if (!p_value) {
if (baked_light_instance) {
baked_light_instance->disconnect(SceneStringNames::get_singleton()->baked_light_changed,this,SceneStringNames::get_singleton()->_baked_light_changed);
baked_light_instance=NULL;
}
_baked_light_changed();
} else {
_find_baked_light();
}
}
}
}
bool GeometryInstance::get_flag(Flags p_flag) const{
ERR_FAIL_INDEX_V(p_flag,FLAG_MAX,false);
return flags[p_flag];
}
void GeometryInstance::set_baked_light_texture_id(int p_id) {
baked_light_texture_id=p_id;
VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),baked_light_texture_id);
}
int GeometryInstance::get_baked_light_texture_id() const{
return baked_light_texture_id;
}
void GeometryInstance::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_material_override","material"), &GeometryInstance::set_material_override);
ObjectTypeDB::bind_method(_MD("get_material_override"), &GeometryInstance::get_material_override);
ObjectTypeDB::bind_method(_MD("set_flag","flag","value"), &GeometryInstance::set_flag);
ObjectTypeDB::bind_method(_MD("get_flag","flag"), &GeometryInstance::get_flag);
ObjectTypeDB::bind_method(_MD("set_draw_range_begin","mode"), &GeometryInstance::set_draw_range_begin);
ObjectTypeDB::bind_method(_MD("get_draw_range_begin"), &GeometryInstance::get_draw_range_begin);
ObjectTypeDB::bind_method(_MD("set_draw_range_end","mode"), &GeometryInstance::set_draw_range_end);
ObjectTypeDB::bind_method(_MD("get_draw_range_end"), &GeometryInstance::get_draw_range_end);
ObjectTypeDB::bind_method(_MD("set_baked_light_texture_id","id"), &GeometryInstance::set_baked_light_texture_id);
ObjectTypeDB::bind_method(_MD("get_baked_light_texture_id"), &GeometryInstance::get_baked_light_texture_id);
ObjectTypeDB::bind_method(_MD("_baked_light_changed"), &GeometryInstance::_baked_light_changed);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/visible"), _SCS("set_flag"), _SCS("get_flag"),FLAG_VISIBLE);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "geometry/material_override",PROPERTY_HINT_RESOURCE_TYPE,"Material"), _SCS("set_material_override"), _SCS("get_material_override"));
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/cast_shadow"), _SCS("set_flag"), _SCS("get_flag"),FLAG_CAST_SHADOW);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/receive_shadows"), _SCS("set_flag"), _SCS("get_flag"),FLAG_RECEIVE_SHADOWS);
ADD_PROPERTY( PropertyInfo( Variant::INT, "geometry/range_begin",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_draw_range_begin"), _SCS("get_draw_range_begin"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "geometry/range_end",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_draw_range_end"), _SCS("get_draw_range_end"));
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/billboard"), _SCS("set_flag"), _SCS("get_flag"),FLAG_BILLBOARD);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/billboard_y"), _SCS("set_flag"), _SCS("get_flag"),FLAG_BILLBOARD_FIX_Y);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/depth_scale"), _SCS("set_flag"), _SCS("get_flag"),FLAG_DEPH_SCALE);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/visible_in_all_rooms"), _SCS("set_flag"), _SCS("get_flag"),FLAG_VISIBLE_IN_ALL_ROOMS);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/use_baked_light"), _SCS("set_flag"), _SCS("get_flag"),FLAG_USE_BAKED_LIGHT);
ADD_PROPERTY( PropertyInfo( Variant::INT, "geometry/baked_light_tex_id"), _SCS("set_baked_light_texture_id"), _SCS("get_baked_light_texture_id"));
// ADD_SIGNAL( MethodInfo("visibility_changed"));
BIND_CONSTANT(FLAG_VISIBLE );
BIND_CONSTANT(FLAG_CAST_SHADOW );
BIND_CONSTANT(FLAG_RECEIVE_SHADOWS );
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 );
}
GeometryInstance::GeometryInstance() {
draw_begin=0;
draw_end=0;
flags[FLAG_VISIBLE]=true;
flags[FLAG_CAST_SHADOW]=true;
flags[FLAG_RECEIVE_SHADOWS]=true;
flags[FLAG_BILLBOARD]=false;
flags[FLAG_BILLBOARD_FIX_Y]=false;
flags[FLAG_DEPH_SCALE]=false;
flags[FLAG_VISIBLE_IN_ALL_ROOMS]=false;
baked_light_instance=NULL;
baked_light_texture_id=0;
VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
}