pandemonium_engine/scene/3d/visual_instance.h

155 lines
5.3 KiB
C++

#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/math/face3.h"
#include "core/object/reference.h"
#include "core/rid.h"
#include "scene/3d/cull_instance.h"
#include "servers/visual_server.h"
class Material;
class VisualInstance : public CullInstance {
GDCLASS(VisualInstance, CullInstance);
OBJ_CATEGORY("3D Visual Nodes");
RID base;
RID instance;
uint32_t layers;
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<Face3> 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;
VisualInstance();
~VisualInstance();
};
class GeometryInstance : public VisualInstance {
GDCLASS(GeometryInstance, VisualInstance);
public:
enum Flags {
FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
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;
Ref<Material> 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<Material> &p_material);
Ref<Material> get_material_override() const;
virtual void set_material_overlay(const Ref<Material> &p_material);
Ref<Material> 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