godot/scene/3d/cull_instance.h
lawnjelly d0ba355520 Portals - add autoplace priority setting to CullInstance
The default autoplace algorithm places instances in the highest priority Room. It became apparent that there are some situations in which users will want to override this and force placement in a Room from a particular RoomGroup, especially an "outside" RoomGroup.

This setting allows the user to specify a preference for Room priority. When set to 0, the setting is ignored and the highest priority Room is chosen.
2021-07-28 17:23:20 +01:00

78 lines
3.6 KiB
C++

/*************************************************************************/
/* cull_instance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef CULL_INSTANCE_H
#define CULL_INSTANCE_H
#include "scene/3d/spatial.h"
class CullInstance : public Spatial {
GDCLASS(CullInstance, Spatial);
public:
enum PortalMode {
PORTAL_MODE_STATIC, // not moving within a room
PORTAL_MODE_DYNAMIC, // moving within room
PORTAL_MODE_ROAMING, // moving between rooms
PORTAL_MODE_GLOBAL, // frustum culled only
PORTAL_MODE_IGNORE, // don't show at all - e.g. manual bounds, hidden portals
};
void set_portal_mode(CullInstance::PortalMode p_mode);
CullInstance::PortalMode get_portal_mode() const;
void set_include_in_bound(bool p_enable) { _include_in_bound = p_enable; }
bool get_include_in_bound() const { return _include_in_bound; }
void set_portal_autoplace_priority(int p_priority) { _portal_autoplace_priority = p_priority; }
int get_portal_autoplace_priority() const { return _portal_autoplace_priority; }
CullInstance();
protected:
virtual void _refresh_portal_mode() = 0;
static void _bind_methods();
private:
PortalMode _portal_mode;
bool _include_in_bound;
// Allows instances to prefer to be autoplaced
// in specific RoomGroups. This allows building exteriors
// to be autoplaced in outside RoomGroups, allowing a complete
// exterior / interior of building in one reusable Scene.
// The default value 0 gives no preference (chooses the highest priority).
// All other values will autoplace in the selected RoomGroup priority by preference.
int _portal_autoplace_priority;
};
#endif