/*************************************************************************/ /* visual_instance.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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 "scene/main/scene_string_names.h" #include "scene/resources/material/material.h" #include "scene/resources/world_3d.h" #include "servers/rendering_server.h" //#include "skeleton.h" AABB VisualInstance::get_transformed_aabb() const { return get_global_transform().xform(get_aabb()); } void VisualInstance::_refresh_portal_mode() { RenderingServer::get_singleton()->instance_set_portal_mode(instance, (RenderingServer::InstancePortalMode)get_portal_mode()); } void VisualInstance::_update_visibility() { if (!is_inside_tree()) { return; } bool visible = is_visible_in_tree(); // keep a quick flag available in each node. // no need to call is_visible_in_tree all over the place, // providing it is propagated with a notification. bool already_visible = _is_vi_visible(); _set_vi_visible(visible); // if making visible, make sure the visual server is up to date with the transform if (visible && (!already_visible)) { if (!_is_using_identity_transform()) { Transform gt = get_global_transform(); RenderingServer::get_singleton()->instance_set_transform(instance, gt); } } _change_notify("visible"); RS::get_singleton()->instance_set_visible(get_instance(), visible); } void VisualInstance::set_instance_use_identity_transform(bool p_enable) { // prevent sending instance transforms when using global coords _set_use_identity_transform(p_enable); if (is_inside_tree()) { if (p_enable) { // want to make sure instance is using identity transform RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform()); } else { // want to make sure instance is up to date RenderingServer::get_singleton()->instance_set_transform(instance, Transform()); } } } void VisualInstance::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_WORLD: { // CHECK SKELETON => moving skeleton attaching logic to MeshInstance /* Skeleton *skeleton=Object::cast_to(get_parent()); if (skeleton) RenderingServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() ); */ ERR_FAIL_COND(get_world_3d().is_null()); RenderingServer::get_singleton()->instance_set_scenario(instance, get_world_3d()->get_scenario()); _update_visibility(); } break; case NOTIFICATION_TRANSFORM_CHANGED: { if (_is_vi_visible() || is_physics_interpolated_and_enabled()) { if (!_is_using_identity_transform()) { Transform gt = get_global_transform(); RenderingServer::get_singleton()->instance_set_transform(instance, gt); // For instance when first adding to the tree, when the previous transform is // unset, to prevent streaking from the origin. if (_is_physics_interpolation_reset_requested()) { if (_is_vi_visible()) { _notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION); } _set_physics_interpolation_reset_requested(false); } } } } break; case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: { if (_is_vi_visible() && is_physics_interpolated()) { RenderingServer::get_singleton()->instance_reset_physics_interpolation(instance); } } break; case NOTIFICATION_EXIT_WORLD: { RenderingServer::get_singleton()->instance_set_scenario(instance, RID()); RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID()); // the vi visible flag is always set to invisible when outside the tree, // so it can detect re-entering the tree and becoming visible, and send // the transform to the visual server _set_vi_visible(false); } break; case NOTIFICATION_VISIBILITY_CHANGED: { _update_visibility(); } break; } } void VisualInstance::_physics_interpolated_changed() { RenderingServer::get_singleton()->instance_set_interpolated(instance, is_physics_interpolated()); } 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; RenderingServer::get_singleton()->instance_set_layer_mask(instance, p_mask); } uint32_t VisualInstance::get_layer_mask() const { return layers; } void VisualInstance::set_layer_mask_bit(int p_layer, bool p_enable) { ERR_FAIL_INDEX(p_layer, 32); if (p_enable) { set_layer_mask(layers | (1 << p_layer)); } else { set_layer_mask(layers & (~(1 << p_layer))); } } bool VisualInstance::get_layer_mask_bit(int p_layer) const { ERR_FAIL_INDEX_V(p_layer, 32, false); return (layers & (1 << p_layer)); } void VisualInstance::set_sorting_offset(float p_offset) { sorting_offset = p_offset; RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center); } float VisualInstance::get_sorting_offset() { return sorting_offset; } void VisualInstance::set_sorting_use_aabb_center(bool p_enabled) { sorting_use_aabb_center = p_enabled; RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center); } bool VisualInstance::is_sorting_use_aabb_center() { return sorting_use_aabb_center; } void VisualInstance::_bind_methods() { ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid); ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base); ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance::get_base); ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance::get_instance); ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance::set_layer_mask); ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance::get_layer_mask); ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit); ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit); ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb); ClassDB::bind_method(D_METHOD("set_sorting_offset", "offset"), &VisualInstance::set_sorting_offset); ClassDB::bind_method(D_METHOD("get_sorting_offset"), &VisualInstance::get_sorting_offset); ClassDB::bind_method(D_METHOD("set_sorting_use_aabb_center", "enabled"), &VisualInstance::set_sorting_use_aabb_center); ClassDB::bind_method(D_METHOD("is_sorting_use_aabb_center"), &VisualInstance::is_sorting_use_aabb_center); ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask"); ADD_GROUP("Sorting", "sorting_"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "sorting_offset"), "set_sorting_offset", "get_sorting_offset"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sorting_use_aabb_center"), "set_sorting_use_aabb_center", "is_sorting_use_aabb_center"); } void VisualInstance::set_base(const RID &p_base) { RenderingServer::get_singleton()->instance_set_base(instance, p_base); base = p_base; } RID VisualInstance::get_base() const { return base; } VisualInstance::VisualInstance() { instance = RID_PRIME(RenderingServer::get_singleton()->instance_create()); RenderingServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id()); layers = 1; sorting_offset = 0.0f; sorting_use_aabb_center = true; set_notify_transform(true); } VisualInstance::~VisualInstance() { RenderingServer::get_singleton()->free(instance); } void GeometryInstance::set_material_override(const Ref &p_material) { material_override = p_material; RS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID()); } Ref GeometryInstance::get_material_override() const { return material_override; } void GeometryInstance::set_material_overlay(const Ref &p_material) { material_overlay = p_material; RS::get_singleton()->instance_geometry_set_material_overlay(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID()); } Ref GeometryInstance::get_material_overlay() const { return material_overlay; } void GeometryInstance::_notification(int p_what) { } 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; RS::get_singleton()->instance_geometry_set_flag(get_instance(), (RS::InstanceFlags)p_flag, p_value); } bool GeometryInstance::get_flag(Flags p_flag) const { ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); return flags[p_flag]; } void GeometryInstance::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) { if (p_shadow_casting_setting != shadow_casting_setting) { shadow_casting_setting = p_shadow_casting_setting; RS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (RS::ShadowCastingSetting)p_shadow_casting_setting); } } GeometryInstance::ShadowCastingSetting GeometryInstance::get_cast_shadows_setting() const { return shadow_casting_setting; } void GeometryInstance::set_extra_cull_margin(float p_margin) { ERR_FAIL_COND(p_margin < 0); if (p_margin != extra_cull_margin) { extra_cull_margin = p_margin; RS::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::set_custom_aabb(AABB aabb) { RS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb); } void GeometryInstance::_bind_methods() { ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance::set_material_override); ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance::get_material_override); ClassDB::bind_method(D_METHOD("set_material_overlay", "material"), &GeometryInstance::set_material_overlay); ClassDB::bind_method(D_METHOD("get_material_overlay"), &GeometryInstance::get_material_overlay); ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance::set_flag); ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance::get_flag); ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting); ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting); ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin); ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin); ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance::set_custom_aabb); ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance::get_aabb); ADD_GROUP("Geometry", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"), "set_material_override", "get_material_override"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"), "set_material_overlay", "get_material_overlay"); ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin"); //ADD_SIGNAL( MethodInfo("visibility_changed")); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY); BIND_ENUM_CONSTANT(FLAG_DRAW_NEXT_FRAME_IF_VISIBLE); BIND_ENUM_CONSTANT(FLAG_MAX); } GeometryInstance::GeometryInstance() { for (int i = 0; i < FLAG_MAX; i++) { flags[i] = false; } shadow_casting_setting = SHADOW_CASTING_SETTING_ON; extra_cull_margin = 0; }