/*************************************************************************/ /* 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: virtual TypedArray<String> get_configuration_warnings() const override; 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_value(int p_layer_number, bool p_enable); bool get_bake_mask_value(int p_layer_number) const; BakeError bake(Node *p_from_node, String p_occluder_path = ""); OccluderInstance3D(); ~OccluderInstance3D(); }; #endif