mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-21 11:26:53 +01:00
3a191189ca
The data flow to the VisualServer of current and previous transforms is essential for allowing correct interpolation. An optimization was present that disabled sending transforms when nodes were hidden, however this meant that when unhidden, nodes would interpolate incorrectly from the last transform received when hiding, rather than the up to date previous transform. This PR disables the optimization and sends always sends transforms when a node is interpolated.
363 lines
15 KiB
C++
363 lines
15 KiB
C++
/*************************************************************************/
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/* visual_instance.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visual_instance.h"
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#include "scene/resources/material.h"
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#include "scene/resources/world.h"
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#include "scene/scene_string_names.h"
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#include "servers/visual_server.h"
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#include "skeleton.h"
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AABB VisualInstance::get_transformed_aabb() const {
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return get_global_transform().xform(get_aabb());
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}
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void VisualInstance::_refresh_portal_mode() {
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VisualServer::get_singleton()->instance_set_portal_mode(instance, (VisualServer::InstancePortalMode)get_portal_mode());
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}
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void VisualInstance::_update_visibility() {
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if (!is_inside_tree()) {
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return;
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}
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bool visible = is_visible_in_tree();
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// keep a quick flag available in each node.
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// no need to call is_visible_in_tree all over the place,
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// providing it is propagated with a notification.
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bool already_visible = _is_vi_visible();
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_set_vi_visible(visible);
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// if making visible, make sure the visual server is up to date with the transform
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if (visible && (!already_visible)) {
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if (!_is_using_identity_transform()) {
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Transform gt = get_global_transform();
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VisualServer::get_singleton()->instance_set_transform(instance, gt);
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}
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}
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_change_notify("visible");
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VS::get_singleton()->instance_set_visible(get_instance(), visible);
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}
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void VisualInstance::set_instance_use_identity_transform(bool p_enable) {
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// prevent sending instance transforms when using global coords
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_set_use_identity_transform(p_enable);
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if (is_inside_tree()) {
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if (p_enable) {
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// want to make sure instance is using identity transform
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VisualServer::get_singleton()->instance_set_transform(instance, get_global_transform());
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} else {
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// want to make sure instance is up to date
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VisualServer::get_singleton()->instance_set_transform(instance, Transform());
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}
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}
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}
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void VisualInstance::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
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/*
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Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
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if (skeleton)
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VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
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*/
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ERR_FAIL_COND(get_world().is_null());
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VisualServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
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_update_visibility();
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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if (_is_vi_visible() || is_physics_interpolated_and_enabled()) {
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if (!_is_using_identity_transform()) {
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Transform gt = get_global_transform();
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VisualServer::get_singleton()->instance_set_transform(instance, gt);
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}
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}
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} break;
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case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
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if (_is_vi_visible() && is_physics_interpolated()) {
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VisualServer::get_singleton()->instance_reset_physics_interpolation(instance);
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}
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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VisualServer::get_singleton()->instance_set_scenario(instance, RID());
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VisualServer::get_singleton()->instance_attach_skeleton(instance, RID());
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// the vi visible flag is always set to invisible when outside the tree,
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// so it can detect re-entering the tree and becoming visible, and send
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// the transform to the visual server
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_set_vi_visible(false);
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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_update_visibility();
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} break;
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}
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}
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void VisualInstance::_physics_interpolated_changed() {
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VisualServer::get_singleton()->instance_set_interpolated(instance, is_physics_interpolated());
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}
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RID VisualInstance::get_instance() const {
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return instance;
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}
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RID VisualInstance::_get_visual_instance_rid() const {
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return instance;
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}
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void VisualInstance::set_layer_mask(uint32_t p_mask) {
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layers = p_mask;
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VisualServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
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}
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uint32_t VisualInstance::get_layer_mask() const {
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return layers;
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}
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void VisualInstance::set_layer_mask_bit(int p_layer, bool p_enable) {
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ERR_FAIL_INDEX(p_layer, 32);
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if (p_enable) {
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set_layer_mask(layers | (1 << p_layer));
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} else {
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set_layer_mask(layers & (~(1 << p_layer)));
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}
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}
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bool VisualInstance::get_layer_mask_bit(int p_layer) const {
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ERR_FAIL_INDEX_V(p_layer, 32, false);
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return (layers & (1 << p_layer));
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}
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void VisualInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
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ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
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ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance::get_base);
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ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance::get_instance);
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ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance::set_layer_mask);
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ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance::get_layer_mask);
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ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit);
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ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit);
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ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
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}
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void VisualInstance::set_base(const RID &p_base) {
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VisualServer::get_singleton()->instance_set_base(instance, p_base);
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base = p_base;
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}
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RID VisualInstance::get_base() const {
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return base;
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}
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VisualInstance::VisualInstance() {
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instance = RID_PRIME(VisualServer::get_singleton()->instance_create());
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VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
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layers = 1;
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set_notify_transform(true);
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}
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VisualInstance::~VisualInstance() {
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VisualServer::get_singleton()->free(instance);
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}
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void GeometryInstance::set_material_override(const Ref<Material> &p_material) {
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material_override = p_material;
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VS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
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}
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Ref<Material> GeometryInstance::get_material_override() const {
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return material_override;
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}
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void GeometryInstance::set_material_overlay(const Ref<Material> &p_material) {
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material_overlay = p_material;
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VS::get_singleton()->instance_geometry_set_material_overlay(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
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}
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Ref<Material> GeometryInstance::get_material_overlay() const {
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return material_overlay;
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}
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void GeometryInstance::set_lod_min_distance(float p_dist) {
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lod_min_distance = p_dist;
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VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance::get_lod_min_distance() const {
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return lod_min_distance;
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}
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void GeometryInstance::set_lod_max_distance(float p_dist) {
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lod_max_distance = p_dist;
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VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance::get_lod_max_distance() const {
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return lod_max_distance;
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}
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void GeometryInstance::set_lod_min_hysteresis(float p_dist) {
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lod_min_hysteresis = p_dist;
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VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance::get_lod_min_hysteresis() const {
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return lod_min_hysteresis;
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}
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void GeometryInstance::set_lod_max_hysteresis(float p_dist) {
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lod_max_hysteresis = p_dist;
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VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance::get_lod_max_hysteresis() const {
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return lod_max_hysteresis;
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}
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void GeometryInstance::_notification(int p_what) {
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}
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void GeometryInstance::set_flag(Flags p_flag, bool p_value) {
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ERR_FAIL_INDEX(p_flag, FLAG_MAX);
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if (flags[p_flag] == p_value) {
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return;
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}
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flags[p_flag] = p_value;
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), (VS::InstanceFlags)p_flag, p_value);
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}
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bool GeometryInstance::get_flag(Flags p_flag) const {
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ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
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return flags[p_flag];
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}
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void GeometryInstance::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
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shadow_casting_setting = p_shadow_casting_setting;
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VS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (VS::ShadowCastingSetting)p_shadow_casting_setting);
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}
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GeometryInstance::ShadowCastingSetting GeometryInstance::get_cast_shadows_setting() const {
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return shadow_casting_setting;
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}
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void GeometryInstance::set_extra_cull_margin(float p_margin) {
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ERR_FAIL_COND(p_margin < 0);
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extra_cull_margin = p_margin;
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VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
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}
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float GeometryInstance::get_extra_cull_margin() const {
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return extra_cull_margin;
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}
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void GeometryInstance::set_custom_aabb(AABB aabb) {
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VS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
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}
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void GeometryInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance::set_material_override);
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ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance::get_material_override);
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ClassDB::bind_method(D_METHOD("set_material_overlay", "material"), &GeometryInstance::set_material_overlay);
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ClassDB::bind_method(D_METHOD("get_material_overlay"), &GeometryInstance::get_material_overlay);
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ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance::set_flag);
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ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance::get_flag);
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ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
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ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
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ClassDB::bind_method(D_METHOD("set_lod_max_hysteresis", "mode"), &GeometryInstance::set_lod_max_hysteresis);
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ClassDB::bind_method(D_METHOD("get_lod_max_hysteresis"), &GeometryInstance::get_lod_max_hysteresis);
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ClassDB::bind_method(D_METHOD("set_lod_max_distance", "mode"), &GeometryInstance::set_lod_max_distance);
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ClassDB::bind_method(D_METHOD("get_lod_max_distance"), &GeometryInstance::get_lod_max_distance);
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ClassDB::bind_method(D_METHOD("set_lod_min_hysteresis", "mode"), &GeometryInstance::set_lod_min_hysteresis);
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ClassDB::bind_method(D_METHOD("get_lod_min_hysteresis"), &GeometryInstance::get_lod_min_hysteresis);
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ClassDB::bind_method(D_METHOD("set_lod_min_distance", "mode"), &GeometryInstance::set_lod_min_distance);
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ClassDB::bind_method(D_METHOD("get_lod_min_distance"), &GeometryInstance::get_lod_min_distance);
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ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin);
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ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
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ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance::set_custom_aabb);
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ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance::get_aabb);
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ADD_GROUP("Geometry", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"), "set_material_override", "get_material_override");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"), "set_material_overlay", "get_material_overlay");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
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ADD_GROUP("LOD", "lod_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_distance", "get_lod_min_distance");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_hysteresis", "get_lod_min_hysteresis");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_distance", "get_lod_max_distance");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_hysteresis", "get_lod_max_hysteresis");
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//ADD_SIGNAL( MethodInfo("visibility_changed"));
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BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
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BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
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BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
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BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
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BIND_ENUM_CONSTANT(FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
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BIND_ENUM_CONSTANT(FLAG_MAX);
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}
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GeometryInstance::GeometryInstance() {
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lod_min_distance = 0;
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lod_max_distance = 0;
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lod_min_hysteresis = 0;
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lod_max_hysteresis = 0;
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for (int i = 0; i < FLAG_MAX; i++) {
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flags[i] = false;
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}
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shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
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extra_cull_margin = 0;
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}
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