mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-21 03:16:54 +01:00
372 lines
15 KiB
C++
372 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_3d.h"
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#include "scene/scene_string_names.h"
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#include "servers/rendering_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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RenderingServer::get_singleton()->instance_set_portal_mode(instance, (RenderingServer::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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RenderingServer::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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RS::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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RenderingServer::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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RenderingServer::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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RenderingServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
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*/
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ERR_FAIL_COND(get_world_3d().is_null());
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RenderingServer::get_singleton()->instance_set_scenario(instance, get_world_3d()->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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RenderingServer::get_singleton()->instance_set_transform(instance, gt);
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// For instance when first adding to the tree, when the previous transform is
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// unset, to prevent streaking from the origin.
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if (_is_physics_interpolation_reset_requested()) {
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if (_is_vi_visible()) {
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_notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
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}
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_set_physics_interpolation_reset_requested(false);
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}
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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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RenderingServer::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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RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
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RenderingServer::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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RenderingServer::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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RenderingServer::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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RenderingServer::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(RenderingServer::get_singleton()->instance_create());
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RenderingServer::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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RenderingServer::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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RS::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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RS::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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RS::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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RS::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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RS::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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RS::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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RS::get_singleton()->instance_geometry_set_flag(get_instance(), (RS::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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RS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (RS::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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RS::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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RS::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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