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+/*************************************************************************/
+/* occluder_instance_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#ifndef OCCLUDER_INSTANCE_3D_H
+#define OCCLUDER_INSTANCE_3D_H
+
+#include "scene/3d/visual_instance_3d.h"
+
+class Occluder3D : public Resource {
+ GDCLASS(Occluder3D, Resource);
+ RES_BASE_EXTENSION("occ");
+
+ mutable RID occluder;
+ mutable Ref<ArrayMesh> debug_mesh;
+ mutable Vector<Vector3> debug_lines;
+ AABB aabb;
+
+ PackedVector3Array vertices;
+ PackedInt32Array indices;
+
+ void _update_changes();
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_vertices(PackedVector3Array p_vertices);
+ PackedVector3Array get_vertices() const;
+
+ void set_indices(PackedInt32Array p_indices);
+ PackedInt32Array get_indices() const;
+
+ Vector<Vector3> get_debug_lines() const;
+ Ref<ArrayMesh> get_debug_mesh() const;
+ AABB get_aabb() const;
+
+ virtual RID get_rid() const override;
+ Occluder3D();
+ ~Occluder3D();
+};
+
+class OccluderInstance3D : public VisualInstance3D {
+ GDCLASS(OccluderInstance3D, Node3D);
+
+private:
+ Ref<Occluder3D> occluder;
+ uint32_t bake_mask = 0xFFFFFFFF;
+
+ void _occluder_changed();
+
+ bool _bake_material_check(Ref<Material> p_material);
+ void _bake_node(Node *p_node, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
+
+protected:
+ static void _bind_methods();
+
+public:
+ enum BakeError {
+ BAKE_ERROR_OK,
+ BAKE_ERROR_NO_SAVE_PATH,
+ BAKE_ERROR_NO_MESHES,
+ };
+
+ void set_occluder(const Ref<Occluder3D> &p_occluder);
+ Ref<Occluder3D> get_occluder() const;
+
+ virtual AABB get_aabb() const override;
+ virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
+
+ void set_bake_mask(uint32_t p_mask);
+ uint32_t get_bake_mask() const;
+
+ void set_bake_mask_bit(int p_layer, bool p_enable);
+ bool get_bake_mask_bit(int p_layer) const;
+ BakeError bake(Node *p_from_node, String p_occluder_path = "");
+
+ OccluderInstance3D();
+ ~OccluderInstance3D();
+};
+
+#endif