#ifndef VISUAL_INSTANCE_H #define VISUAL_INSTANCE_H /*************************************************************************/ /* visual_instance.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "core/containers/rid.h" #include "core/math/face3.h" #include "core/object/reference.h" #include "scene/3d/cull_instance.h" #include "servers/rendering_server.h" class Material; class VisualInstance : public CullInstance { GDCLASS(VisualInstance, CullInstance); OBJ_CATEGORY("3D Visual Nodes"); RID base; RID instance; uint32_t layers; float sorting_offset; bool sorting_use_aabb_center; RID _get_visual_instance_rid() const; protected: void _update_visibility(); virtual void _refresh_portal_mode(); virtual void _physics_interpolated_changed(); void set_instance_use_identity_transform(bool p_enable); 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 PoolVector 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; void set_sorting_offset(float p_offset); float get_sorting_offset(); void set_sorting_use_aabb_center(bool p_enabled); bool is_sorting_use_aabb_center(); VisualInstance(); ~VisualInstance(); }; class GeometryInstance : public VisualInstance { GDCLASS(GeometryInstance, VisualInstance); public: enum Flags { FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, FLAG_MAX = RS::INSTANCE_FLAG_MAX, }; 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 }; private: bool flags[FLAG_MAX]; ShadowCastingSetting shadow_casting_setting; Ref material_override; Ref material_overlay; float lod_min_distance; float lod_max_distance; float lod_min_hysteresis; float lod_max_hysteresis; float extra_cull_margin; 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_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; virtual void set_material_override(const Ref &p_material); Ref get_material_override() const; virtual void set_material_overlay(const Ref &p_material); Ref get_material_overlay() const; void set_extra_cull_margin(float p_margin); float get_extra_cull_margin() const; void set_custom_aabb(AABB aabb); GeometryInstance(); }; VARIANT_ENUM_CAST(GeometryInstance::Flags); VARIANT_ENUM_CAST(GeometryInstance::ShadowCastingSetting); #endif