/*************************************************************************/ /* visual_instance.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "scene/3d/spatial.h" #include "face3.h" #include "rid.h" #include "scene/resources/material.h" /** @author Juan Linietsky */ class VisualInstance : public Spatial { OBJ_TYPE( VisualInstance, Spatial ); OBJ_CATEGORY("3D Visual Nodes"); RID instance; uint32_t layers; RID _get_visual_instance_rid() const; protected: 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 DVector get_faces(uint32_t p_usage_flags) const=0; virtual AABB get_transformed_aabb() const; // helper void set_base(const RID& p_base); void set_layer_mask(uint32_t p_mask); uint32_t get_layer_mask() const; VisualInstance(); ~VisualInstance(); }; class BakedLight; class GeometryInstance : public VisualInstance { OBJ_TYPE( GeometryInstance, VisualInstance ); public: enum Flags { FLAG_VISIBLE=VS::INSTANCE_FLAG_VISIBLE, FLAG_CAST_SHADOW=VS::INSTANCE_FLAG_CAST_SHADOW, FLAG_BILLBOARD=VS::INSTANCE_FLAG_BILLBOARD, FLAG_BILLBOARD_FIX_Y=VS::INSTANCE_FLAG_BILLBOARD_FIX_Y, FLAG_DEPH_SCALE=VS::INSTANCE_FLAG_DEPH_SCALE, FLAG_VISIBLE_IN_ALL_ROOMS=VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS, FLAG_USE_BAKED_LIGHT=VS::INSTANCE_FLAG_USE_BAKED_LIGHT, FLAG_MAX=VS::INSTANCE_FLAG_MAX, }; enum ShadowCastingSetting { SHADOW_CASTING_SETTING_OFF=VS::SHADOW_CASTING_SETTING_OFF, SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON, SHADOW_CASTING_SETTING_DOUBLE_SIDED=VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED, SHADOW_CASTING_SETTING_SHADOWS_ONLY=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY }; private: bool flags[FLAG_MAX]; ShadowCastingSetting shadow_casting_setting; Ref material_override; float lod_min_distance; float lod_max_distance; float lod_min_hysteresis; float lod_max_hysteresis; float extra_cull_margin; void _update_visibility(); 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& p_material); Ref get_material_override() const; void set_extra_cull_margin(float p_margin); float get_extra_cull_margin() const; GeometryInstance(); }; VARIANT_ENUM_CAST( GeometryInstance::Flags ); VARIANT_ENUM_CAST( GeometryInstance::ShadowCastingSetting ); #endif