godot/scene/3d/visual_instance.cpp

406 lines
14 KiB
C++

/*************************************************************************/
/* visual_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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. */
/*************************************************************************/
#include "visual_instance.h"
#include "baked_light_instance.h"
#include "room_instance.h"
#include "scene/scene_string_names.h"
#include "servers/visual_server.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;
bool is_geom = cast_to<GeometryInstance>();
while (parent) {
room = parent->cast_to<Room>();
if (room)
break;
if (is_geom && parent->cast_to<BakedLightSampler>()) {
VS::get_singleton()->instance_geometry_set_baked_light_sampler(get_instance(), parent->cast_to<BakedLightSampler>()->get_instance());
break;
}
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());
VS::get_singleton()->instance_geometry_set_baked_light_sampler(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);
ObjectTypeDB::bind_method(_MD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
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_tree())
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 (p_flag == FLAG_CAST_SHADOW) {
if (p_value == true) {
set_cast_shadows_setting(SHADOW_CASTING_SETTING_ON);
} else {
set_cast_shadows_setting(SHADOW_CASTING_SETTING_OFF);
}
}
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);
if (p_flag == FLAG_CAST_SHADOW) {
if (shadow_casting_setting == SHADOW_CASTING_SETTING_OFF) {
return false;
} else {
return true;
}
}
return flags[p_flag];
}
void GeometryInstance::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
shadow_casting_setting = p_shadow_casting_setting;
VS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (VS::ShadowCastingSetting)p_shadow_casting_setting);
}
GeometryInstance::ShadowCastingSetting GeometryInstance::get_cast_shadows_setting() const {
return shadow_casting_setting;
}
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::set_extra_cull_margin(float p_margin) {
ERR_FAIL_COND(p_margin < 0);
extra_cull_margin = p_margin;
VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
}
float GeometryInstance::get_extra_cull_margin() const {
return extra_cull_margin;
}
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_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
ObjectTypeDB::bind_method(_MD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
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("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin);
ObjectTypeDB::bind_method(_MD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
ObjectTypeDB::bind_method(_MD("get_aabb"), &GeometryInstance::get_aabb);
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_PROPERTY(PropertyInfo(Variant::INT, "geometry/cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), _SCS("set_cast_shadows_setting"), _SCS("get_cast_shadows_setting"));
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_PROPERTY(PropertyInfo(Variant::REAL, "geometry/extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0"), _SCS("set_extra_cull_margin"), _SCS("get_extra_cull_margin"));
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);
BIND_CONSTANT(SHADOW_CASTING_SETTING_OFF);
BIND_CONSTANT(SHADOW_CASTING_SETTING_ON);
BIND_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
BIND_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
}
GeometryInstance::GeometryInstance() {
draw_begin = 0;
draw_end = 0;
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = false;
}
flags[FLAG_VISIBLE] = true;
flags[FLAG_CAST_SHADOW] = true;
flags[FLAG_RECEIVE_SHADOWS] = true;
shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
baked_light_instance = NULL;
baked_light_texture_id = 0;
extra_cull_margin = 0;
VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(), 0);
}