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+/*************************************************************************/
+/* visual_instance_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 VISUAL_INSTANCE_H
+#define VISUAL_INSTANCE_H
+
+#include "core/math/face3.h"
+#include "core/rid.h"
+#include "scene/3d/node_3d.h"
+#include "scene/resources/material.h"
+
+class VisualInstance3D : public Node3D {
+
+ GDCLASS(VisualInstance3D, Node3D);
+ OBJ_CATEGORY("3D Visual Nodes");
+
+ RID base;
+ RID instance;
+ uint32_t layers;
+
+ RID _get_visual_instance_rid() const;
+
+protected:
+ void _update_visibility();
+
+ 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 Vector<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;
+
+ VisualInstance3D();
+ ~VisualInstance3D();
+};
+
+class GeometryInstance3D : public VisualInstance3D {
+
+ GDCLASS(GeometryInstance3D, VisualInstance3D);
+
+public:
+ enum Flags {
+ FLAG_USE_BAKED_LIGHT = RS::INSTANCE_FLAG_USE_BAKED_LIGHT,
+ FLAG_USE_DYNAMIC_GI = RS::INSTANCE_FLAG_USE_DYNAMIC_GI,
+ FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
+ FLAG_MAX = RS::INSTANCE_FLAG_MAX,
+ };
+
+ enum ShadowCastingSetting {
+ SHADOW_CASTING_SETTING_OFF = RS::SHADOW_CASTING_SETTING_OFF,
+ SHADOW_CASTING_SETTING_ON = RS::SHADOW_CASTING_SETTING_ON,
+ SHADOW_CASTING_SETTING_DOUBLE_SIDED = RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
+ SHADOW_CASTING_SETTING_SHADOWS_ONLY = RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
+ };
+
+private:
+ bool flags[FLAG_MAX];
+ ShadowCastingSetting shadow_casting_setting;
+ Ref<Material> material_override;
+ 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;
+
+ void set_material_override(const Ref<Material> &p_material);
+ Ref<Material> get_material_override() const;
+
+ void set_extra_cull_margin(float p_margin);
+ float get_extra_cull_margin() const;
+
+ void set_custom_aabb(AABB aabb);
+
+ GeometryInstance3D();
+};
+
+VARIANT_ENUM_CAST(GeometryInstance3D::Flags);
+VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);
+
+#endif