diff options
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/light_3d.cpp | 67 | ||||
-rw-r--r-- | scene/3d/light_3d.h | 16 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 50 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 14 |
4 files changed, 146 insertions, 1 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index b2e605a262..0dd3fc8a23 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -74,6 +74,43 @@ bool Light3D::is_negative() const { return negative; } +void Light3D::set_enable_distance_fade(bool p_enable) { + distance_fade_enabled = p_enable; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); + notify_property_list_changed(); +} + +bool Light3D::is_distance_fade_enabled() const { + return distance_fade_enabled; +} + +void Light3D::set_distance_fade_begin(real_t p_distance) { + distance_fade_begin = p_distance; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); +} + +real_t Light3D::get_distance_fade_begin() const { + return distance_fade_begin; +} + +void Light3D::set_distance_fade_shadow(real_t p_distance) { + distance_fade_shadow = p_distance; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); +} + +real_t Light3D::get_distance_fade_shadow() const { + return distance_fade_shadow; +} + +void Light3D::set_distance_fade_length(real_t p_length) { + distance_fade_length = p_length; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); +} + +real_t Light3D::get_distance_fade_length() const { + return distance_fade_length; +} + void Light3D::set_cull_mask(uint32_t p_cull_mask) { cull_mask = p_cull_mask; RS::get_singleton()->light_set_cull_mask(light, p_cull_mask); @@ -195,7 +232,7 @@ bool Light3D::is_editor_only() const { } void Light3D::_validate_property(PropertyInfo &property) const { - if (!shadow && (property.name == "shadow_color" || property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_blur")) { + if (!shadow && (property.name == "shadow_color" || property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_blur" || property.name == "distance_fade_shadow")) { property.usage = PROPERTY_USAGE_NO_EDITOR; } @@ -203,6 +240,11 @@ void Light3D::_validate_property(PropertyInfo &property) const { // Angular distance is only used in DirectionalLight3D. property.usage = PROPERTY_USAGE_NONE; } + + if (!distance_fade_enabled && (property.name == "distance_fade_begin" || property.name == "distance_fade_shadow" || property.name == "distance_fade_length")) { + property.usage = PROPERTY_USAGE_NO_EDITOR; + } + VisualInstance3D::_validate_property(property); } @@ -222,6 +264,18 @@ void Light3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask); ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask); + ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade); + ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled); + + ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin); + ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin); + + ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow); + ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow); + + ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length); + ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length); + ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color); ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color); @@ -257,6 +311,11 @@ void Light3D::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_fog_fade", PROPERTY_HINT_RANGE, "0.01,10,0.01"), "set_param", "get_param", PARAM_SHADOW_VOLUMETRIC_FOG_FADE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0.1,8,0.01"), "set_param", "get_param", PARAM_SHADOW_BLUR); + ADD_GROUP("Distance Fade", "distance_fade_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater"), "set_distance_fade_begin", "get_distance_fade_begin"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_shadow", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater"), "set_distance_fade_shadow", "get_distance_fade_shadow"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater"), "set_distance_fade_length", "get_distance_fade_length"); ADD_GROUP("Editor", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only"); ADD_GROUP("", ""); @@ -391,6 +450,12 @@ void DirectionalLight3D::_validate_property(PropertyInfo &property) const { property.usage = PROPERTY_USAGE_NONE; } + if (property.name == "distance_fade_enabled" || property.name == "distance_fade_begin" || property.name == "distance_fade_shadow" || property.name == "distance_fade_length") { + // Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights. + // For DirectionalLight3D, `directional_shadow_max_distance` can be used instead. + property.usage = PROPERTY_USAGE_NONE; + } + Light3D::_validate_property(property); } diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h index d5d2aee43d..21d785e2f7 100644 --- a/scene/3d/light_3d.h +++ b/scene/3d/light_3d.h @@ -75,6 +75,10 @@ private: bool negative = false; bool reverse_cull = false; uint32_t cull_mask = 0; + bool distance_fade_enabled = false; + real_t distance_fade_begin = 40.0; + real_t distance_fade_shadow = 50.0; + real_t distance_fade_length = 10.0; RS::LightType type = RenderingServer::LIGHT_DIRECTIONAL; bool editor_only = false; void _update_visibility(); @@ -107,6 +111,18 @@ public: void set_negative(bool p_enable); bool is_negative() const; + void set_enable_distance_fade(bool p_enable); + bool is_distance_fade_enabled() const; + + void set_distance_fade_begin(real_t p_distance); + real_t get_distance_fade_begin() const; + + void set_distance_fade_shadow(real_t p_distance); + real_t get_distance_fade_shadow() const; + + void set_distance_fade_length(real_t p_length); + real_t get_distance_fade_length() const; + void set_cull_mask(uint32_t p_cull_mask); uint32_t get_cull_mask() const; diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 25411e54c0..c1f5ab1d32 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -2159,6 +2159,37 @@ void PhysicalBone3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_po PhysicsServer3D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position); } +void PhysicalBone3D::set_linear_velocity(const Vector3 &p_velocity) { + linear_velocity = p_velocity; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); +} + +Vector3 PhysicalBone3D::get_linear_velocity() const { + return linear_velocity; +} + +void PhysicalBone3D::set_angular_velocity(const Vector3 &p_velocity) { + angular_velocity = p_velocity; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); +} + +Vector3 PhysicalBone3D::get_angular_velocity() const { + return angular_velocity; +} + +void PhysicalBone3D::set_use_custom_integrator(bool p_enable) { + if (custom_integrator == p_enable) { + return; + } + + custom_integrator = p_enable; + PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); +} + +bool PhysicalBone3D::is_using_custom_integrator() { + return custom_integrator; +} + void PhysicalBone3D::reset_physics_simulation_state() { if (simulate_physics) { _start_physics_simulation(); @@ -2867,6 +2898,11 @@ void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { return; } + linear_velocity = p_state->get_linear_velocity(); + angular_velocity = p_state->get_angular_velocity(); + + GDVIRTUAL_CALL(_integrate_forces, p_state); + /// Update bone transform. Transform3D global_transform(p_state->get_transform()); @@ -2929,9 +2965,20 @@ void PhysicalBone3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &PhysicalBone3D::set_angular_damp); ClassDB::bind_method(D_METHOD("get_angular_damp"), &PhysicalBone3D::get_angular_damp); + ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &PhysicalBone3D::set_linear_velocity); + ClassDB::bind_method(D_METHOD("get_linear_velocity"), &PhysicalBone3D::get_linear_velocity); + + ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &PhysicalBone3D::set_angular_velocity); + ClassDB::bind_method(D_METHOD("get_angular_velocity"), &PhysicalBone3D::get_angular_velocity); + + ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &PhysicalBone3D::set_use_custom_integrator); + ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &PhysicalBone3D::is_using_custom_integrator); + ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &PhysicalBone3D::set_can_sleep); ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &PhysicalBone3D::is_able_to_sleep); + GDVIRTUAL_BIND(_integrate_forces, "state"); + ADD_GROUP("Joint", "joint_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_type", PROPERTY_HINT_ENUM, "None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint"), "set_joint_type", "get_joint_type"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "joint_offset"), "set_joint_offset", "get_joint_offset"); @@ -2943,10 +2990,13 @@ void PhysicalBone3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-10,10,0.01"), "set_gravity_scale", "get_gravity_scale"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 0f753fef76..6ace681021 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -662,9 +662,13 @@ private: real_t bounce = 0.0; real_t mass = 1.0; real_t friction = 1.0; + Vector3 linear_velocity; + Vector3 angular_velocity; real_t gravity_scale = 1.0; bool can_sleep = true; + bool custom_integrator = false; + DampMode linear_damp_mode = DAMP_MODE_COMBINE; DampMode angular_damp_mode = DAMP_MODE_COMBINE; @@ -676,6 +680,7 @@ protected: bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List<PropertyInfo> *p_list) const; void _notification(int p_what); + GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *) static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); void _body_state_changed(PhysicsDirectBodyState3D *p_state); @@ -691,6 +696,15 @@ private: public: void _on_bone_parent_changed(); + void set_linear_velocity(const Vector3 &p_velocity); + Vector3 get_linear_velocity() const override; + + void set_angular_velocity(const Vector3 &p_velocity); + Vector3 get_angular_velocity() const override; + + void set_use_custom_integrator(bool p_enable); + bool is_using_custom_integrator(); + #ifdef TOOLS_ENABLED void _set_gizmo_move_joint(bool p_move_joint); virtual Transform3D get_global_gizmo_transform() const override; |