/*************************************************************************/ /* renderer_geometry_instance.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #include "servers/rendering/renderer_geometry_instance.h" void RenderGeometryInstanceBase::set_skeleton(RID p_skeleton) { data->skeleton = p_skeleton; _mark_dirty(); data->dirty_dependencies = true; } void RenderGeometryInstanceBase::set_material_override(RID p_override) { data->material_override = p_override; _mark_dirty(); data->dirty_dependencies = true; } void RenderGeometryInstanceBase::set_material_overlay(RID p_overlay) { data->material_overlay = p_overlay; _mark_dirty(); data->dirty_dependencies = true; } void RenderGeometryInstanceBase::set_surface_materials(const Vector &p_materials) { data->surface_materials = p_materials; _mark_dirty(); data->dirty_dependencies = true; } void RenderGeometryInstanceBase::set_mesh_instance(RID p_mesh_instance) { mesh_instance = p_mesh_instance; _mark_dirty(); } void RenderGeometryInstanceBase::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { transform = p_transform; mirror = p_transform.basis.determinant() < 0; data->aabb = p_aabb; transformed_aabb = p_transformed_aabb; Vector3 model_scale_vec = p_transform.basis.get_scale_abs(); // handle non uniform scale here float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z)); float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z)); non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9; lod_model_scale = max_scale; } void RenderGeometryInstanceBase::set_lod_bias(float p_lod_bias) { lod_bias = p_lod_bias; } void RenderGeometryInstanceBase::set_layer_mask(uint32_t p_layer_mask) { layer_mask = p_layer_mask; } void RenderGeometryInstanceBase::set_fade_range(bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) { fade_near = p_enable_near; fade_near_begin = p_near_begin; fade_near_end = p_near_end; fade_far = p_enable_far; fade_far_begin = p_far_begin; fade_far_end = p_far_end; } void RenderGeometryInstanceBase::set_parent_fade_alpha(float p_alpha) { parent_fade_alpha = p_alpha; } void RenderGeometryInstanceBase::set_transparency(float p_transparency) { force_alpha = CLAMP(1.0 - p_transparency, 0, 1); } void RenderGeometryInstanceBase::set_use_baked_light(bool p_enable) { data->use_baked_light = p_enable; _mark_dirty(); } void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) { data->use_dynamic_gi = p_enable; _mark_dirty(); } void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) { shader_uniforms_offset = p_offset; _mark_dirty(); } void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) { data->cast_double_sided_shadows = p_enable; _mark_dirty(); } Transform3D RenderGeometryInstanceBase::get_transform() { return transform; } AABB RenderGeometryInstanceBase::get_aabb() { return data->aabb; }