/*************************************************************************/ /* 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/templates/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 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 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 }; enum GIMode { GI_MODE_DISABLED, GI_MODE_BAKED, GI_MODE_DYNAMIC }; enum LightmapScale { LIGHTMAP_SCALE_1X, LIGHTMAP_SCALE_2X, LIGHTMAP_SCALE_4X, LIGHTMAP_SCALE_8X, LIGHTMAP_SCALE_MAX, }; private: ShadowCastingSetting shadow_casting_setting; Ref material_override; float lod_min_distance; float lod_max_distance; float lod_min_hysteresis; float lod_max_hysteresis; float lod_bias; mutable HashMap instance_uniforms; mutable HashMap instance_uniform_property_remap; float extra_cull_margin; LightmapScale lightmap_scale; GIMode gi_mode; const StringName *_instance_uniform_get_remap(const StringName p_name) const; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; void _notification(int p_what); static void _bind_methods(); public: 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; void set_lod_bias(float p_bias); float get_lod_bias() const; void set_gi_mode(GIMode p_mode); GIMode get_gi_mode() const; void set_lightmap_scale(LightmapScale p_scale); LightmapScale get_lightmap_scale() const; void set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value); Variant get_shader_instance_uniform(const StringName &p_uniform) const; void set_custom_aabb(AABB aabb); GeometryInstance3D(); }; VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting); VARIANT_ENUM_CAST(GeometryInstance3D::LightmapScale); VARIANT_ENUM_CAST(GeometryInstance3D::GIMode); #endif