diff options
Diffstat (limited to 'servers/visual/visual_server_scene.h')
-rw-r--r-- | servers/visual/visual_server_scene.h | 31 |
1 files changed, 20 insertions, 11 deletions
diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h index d30a2108a5..9e4701de65 100644 --- a/servers/visual/visual_server_scene.h +++ b/servers/visual/visual_server_scene.h @@ -120,9 +120,9 @@ public: Camera() { visible_layers = 0xFFFFFFFF; - fov = 65; + fov = 70; type = PERSPECTIVE; - znear = 0.1; + znear = 0.05; zfar = 100; size = 1.0; vaspect = false; @@ -195,8 +195,9 @@ public: SelfList<Instance> update_item; - Rect3 aabb; - Rect3 transformed_aabb; + AABB aabb; + AABB transformed_aabb; + AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better? float extra_margin; uint32_t object_ID; @@ -228,8 +229,9 @@ public: singleton->_instance_queue_update(this, false, true); } - Instance() - : scenario_item(this), update_item(this) { + Instance() : + scenario_item(this), + update_item(this) { octree_id = 0; scenario = NULL; @@ -251,12 +253,16 @@ public: last_frame_pass = 0; version = 1; base_data = NULL; + + custom_aabb = NULL; } ~Instance() { if (base_data) memdelete(base_data); + if (custom_aabb) + memdelete(custom_aabb); } }; @@ -300,8 +306,8 @@ public: int render_step; - InstanceReflectionProbeData() - : update_list(this) { + InstanceReflectionProbeData() : + update_list(this) { reflection_dirty = true; render_step = -1; @@ -429,10 +435,11 @@ public: SelfList<InstanceGIProbeData> update_element; - InstanceGIProbeData() - : update_element(this) { + InstanceGIProbeData() : + update_element(this) { invalid = true; base_version = 0; + dynamic.updating_stage = GI_UPDATE_STAGE_CHECK; } }; @@ -460,13 +467,15 @@ public: virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material); virtual void instance_set_visible(RID p_instance, bool p_visible); + virtual void instance_set_custom_aabb(RID p_insatnce, AABB aabb); + virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton); virtual void instance_set_exterior(RID p_instance, bool p_enabled); virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin); // don't use these in a game! - virtual Vector<ObjectID> instances_cull_aabb(const Rect3 &p_aabb, RID p_scenario = RID()) const; + virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const; virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const; virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const; |