godot/scene/3d/visual_instance.h

150 lines
5.2 KiB
C++

/*************************************************************************/
/* visual_instance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 "face3.h"
#include "rid.h"
#include "scene/3d/spatial.h"
#include "scene/resources/material.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class VisualInstance : public Spatial {
OBJ_TYPE(VisualInstance, Spatial);
OBJ_CATEGORY("3D Visual Nodes");
RID instance;
uint32_t layers;
RID _get_visual_instance_rid() const;
protected:
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 DVector<Face3> get_faces(uint32_t p_usage_flags) const = 0;
virtual AABB get_transformed_aabb() const; // helper
void set_base(const RID &p_base);
void set_layer_mask(uint32_t p_mask);
uint32_t get_layer_mask() const;
VisualInstance();
~VisualInstance();
};
class BakedLightInstance;
class GeometryInstance : public VisualInstance {
OBJ_TYPE(GeometryInstance, VisualInstance);
public:
enum Flags {
FLAG_VISIBLE = VS::INSTANCE_FLAG_VISIBLE,
FLAG_CAST_SHADOW = VS::INSTANCE_FLAG_CAST_SHADOW,
FLAG_RECEIVE_SHADOWS = VS::INSTANCE_FLAG_RECEIVE_SHADOWS,
FLAG_BILLBOARD = VS::INSTANCE_FLAG_BILLBOARD,
FLAG_BILLBOARD_FIX_Y = VS::INSTANCE_FLAG_BILLBOARD_FIX_Y,
FLAG_DEPH_SCALE = VS::INSTANCE_FLAG_DEPH_SCALE,
FLAG_VISIBLE_IN_ALL_ROOMS = VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
FLAG_USE_BAKED_LIGHT = VS::INSTANCE_FLAG_USE_BAKED_LIGHT,
FLAG_MAX = VS::INSTANCE_FLAG_MAX,
};
enum ShadowCastingSetting {
SHADOW_CASTING_SETTING_OFF = VS::SHADOW_CASTING_SETTING_OFF,
SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON,
SHADOW_CASTING_SETTING_DOUBLE_SIDED = VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
SHADOW_CASTING_SETTING_SHADOWS_ONLY = VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
};
private:
bool flags[FLAG_MAX];
ShadowCastingSetting shadow_casting_setting;
Ref<Material> material_override;
float draw_begin;
float draw_end;
void _find_baked_light();
BakedLightInstance *baked_light_instance;
int baked_light_texture_id;
float extra_cull_margin;
void _baked_light_changed();
void _update_visibility();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_flag(Flags p_flag, bool p_value);
bool get_flag(Flags p_flag) const;
void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
ShadowCastingSetting get_cast_shadows_setting() const;
void set_draw_range_begin(float p_dist);
float get_draw_range_begin() const;
void set_draw_range_end(float p_dist);
float get_draw_range_end() const;
void set_material_override(const Ref<Material> &p_material);
Ref<Material> get_material_override() const;
void set_baked_light_texture_id(int p_id);
int get_baked_light_texture_id() const;
void set_extra_cull_margin(float p_margin);
float get_extra_cull_margin() const;
GeometryInstance();
};
VARIANT_ENUM_CAST(GeometryInstance::Flags);
VARIANT_ENUM_CAST(GeometryInstance::ShadowCastingSetting);
#endif