#ifndef CULL_INSTANCE_H #define CULL_INSTANCE_H /*************************************************************************/ /* cull_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 "scene/main/spatial.h" class CullInstance : public Spatial { GDCLASS(CullInstance, Spatial); public: enum PortalMode { PORTAL_MODE_STATIC, // not moving within a room PORTAL_MODE_DYNAMIC, // moving within room PORTAL_MODE_ROAMING, // moving between rooms PORTAL_MODE_GLOBAL, // frustum culled only PORTAL_MODE_IGNORE, // don't show at all - e.g. manual bounds, hidden portals }; void set_portal_mode(CullInstance::PortalMode p_mode); CullInstance::PortalMode get_portal_mode() const; void set_include_in_bound(bool p_enabled) { _include_in_bound = p_enabled; } bool get_include_in_bound() const { return _include_in_bound; } void set_allow_merging(bool p_enabled) { _allow_merging = p_enabled; } bool get_allow_merging() const { return _allow_merging; } void set_portal_autoplace_priority(int p_priority) { _portal_autoplace_priority = p_priority; } int get_portal_autoplace_priority() const { return _portal_autoplace_priority; } CullInstance(); protected: virtual void _refresh_portal_mode() = 0; static void _bind_methods(); private: PortalMode _portal_mode; bool _include_in_bound : 1; bool _allow_merging : 1; // Allows instances to prefer to be autoplaced // in specific RoomGroups. This allows building exteriors // to be autoplaced in outside RoomGroups, allowing a complete // exterior / interior of building in one reusable Scene. // The default value 0 gives no preference (chooses the highest priority). // All other values will autoplace in the selected RoomGroup priority by preference. int _portal_autoplace_priority; }; #endif