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- /**************************************************************************/
- /* visual_instance.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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. */
- /**************************************************************************/
- #include "visual_instance.h"
- #include "scene/scene_string_names.h"
- #include "servers/visual_server.h"
- #include "skeleton.h"
- AABB VisualInstance::get_transformed_aabb() const {
- return get_global_transform().xform(get_aabb());
- }
- void VisualInstance::_refresh_portal_mode() {
- VisualServer::get_singleton()->instance_set_portal_mode(instance, (VisualServer::InstancePortalMode)get_portal_mode());
- }
- void VisualInstance::_update_visibility() {
- if (!is_inside_tree()) {
- return;
- }
- bool visible = is_visible_in_tree();
- // keep a quick flag available in each node.
- // no need to call is_visible_in_tree all over the place,
- // providing it is propagated with a notification.
- bool already_visible = _is_vi_visible();
- _set_vi_visible(visible);
- // if making visible, make sure the visual server is up to date with the transform
- if (visible && (!already_visible)) {
- if (!_is_using_identity_transform()) {
- Transform gt = get_global_transform();
- VisualServer::get_singleton()->instance_set_transform(instance, gt);
- }
- }
- _change_notify("visible");
- VS::get_singleton()->instance_set_visible(get_instance(), visible);
- }
- void VisualInstance::set_instance_use_identity_transform(bool p_enable) {
- // prevent sending instance transforms when using global coords
- _set_use_identity_transform(p_enable);
- if (is_inside_tree()) {
- if (p_enable) {
- // want to make sure instance is using identity transform
- VisualServer::get_singleton()->instance_set_transform(instance, Transform());
- } else {
- // want to make sure instance is up to date
- VisualServer::get_singleton()->instance_set_transform(instance, get_global_transform());
- }
- }
- }
- void VisualInstance::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_WORLD: {
- // CHECK SKELETON => moving skeleton attaching logic to MeshInstance
- /*
- Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
- if (skeleton)
- VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
- */
- ERR_FAIL_COND(get_world().is_null());
- VisualServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
- _update_visibility();
- } break;
- case NOTIFICATION_TRANSFORM_CHANGED: {
- if (_is_vi_visible() || is_physics_interpolated_and_enabled()) {
- if (!_is_using_identity_transform()) {
- VisualServer::get_singleton()->instance_set_transform(instance, get_global_transform());
- // For instance when first adding to the tree, when the previous transform is
- // unset, to prevent streaking from the origin.
- if (_is_physics_interpolation_reset_requested() && is_physics_interpolated_and_enabled() && is_inside_tree()) {
- if (_is_vi_visible()) {
- _notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
- }
- _set_physics_interpolation_reset_requested(false);
- }
- }
- }
- } break;
- case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
- if (_is_vi_visible() && is_physics_interpolated() && is_inside_tree()) {
- // We must ensure the VisualServer transform is up to date before resetting.
- // This is because NOTIFICATION_TRANSFORM_CHANGED is deferred,
- // and cannot be relied to be called in order before NOTIFICATION_RESET_PHYSICS_INTERPOLATION.
- if (!_is_using_identity_transform()) {
- VisualServer::get_singleton()->instance_set_transform(instance, get_global_transform());
- }
- VisualServer::get_singleton()->instance_reset_physics_interpolation(instance);
- }
- } break;
- case NOTIFICATION_EXIT_WORLD: {
- VisualServer::get_singleton()->instance_set_scenario(instance, RID());
- VisualServer::get_singleton()->instance_attach_skeleton(instance, RID());
- //VS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
- // the vi visible flag is always set to invisible when outside the tree,
- // so it can detect re-entering the tree and becoming visible, and send
- // the transform to the visual server
- _set_vi_visible(false);
- } break;
- case NOTIFICATION_VISIBILITY_CHANGED: {
- _update_visibility();
- } break;
- }
- }
- void VisualInstance::_physics_interpolated_changed() {
- VisualServer::get_singleton()->instance_set_interpolated(instance, is_physics_interpolated());
- }
- RID VisualInstance::get_instance() const {
- return instance;
- }
- RID VisualInstance::_get_visual_instance_rid() const {
- return instance;
- }
- void VisualInstance::set_layer_mask(uint32_t p_mask) {
- layers = p_mask;
- VisualServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
- }
- uint32_t VisualInstance::get_layer_mask() const {
- return layers;
- }
- void VisualInstance::set_layer_mask_bit(int p_layer, bool p_enable) {
- ERR_FAIL_INDEX(p_layer, 32);
- if (p_enable) {
- set_layer_mask(layers | (1 << p_layer));
- } else {
- set_layer_mask(layers & (~(1 << p_layer)));
- }
- }
- bool VisualInstance::get_layer_mask_bit(int p_layer) const {
- ERR_FAIL_INDEX_V(p_layer, 32, false);
- return (layers & (1 << p_layer));
- }
- void VisualInstance::set_sorting_offset(float p_offset) {
- sorting_offset = p_offset;
- VisualServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
- }
- float VisualInstance::get_sorting_offset() {
- return sorting_offset;
- }
- void VisualInstance::set_sorting_use_aabb_center(bool p_enabled) {
- sorting_use_aabb_center = p_enabled;
- VisualServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
- }
- bool VisualInstance::is_sorting_use_aabb_center() {
- return sorting_use_aabb_center;
- }
- void VisualInstance::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
- ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
- ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance::get_base);
- ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance::get_instance);
- ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance::set_layer_mask);
- ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance::get_layer_mask);
- ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit);
- ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit);
- ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
- ClassDB::bind_method(D_METHOD("set_sorting_offset", "offset"), &VisualInstance::set_sorting_offset);
- ClassDB::bind_method(D_METHOD("get_sorting_offset"), &VisualInstance::get_sorting_offset);
- ClassDB::bind_method(D_METHOD("set_sorting_use_aabb_center", "enabled"), &VisualInstance::set_sorting_use_aabb_center);
- ClassDB::bind_method(D_METHOD("is_sorting_use_aabb_center"), &VisualInstance::is_sorting_use_aabb_center);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
- ADD_GROUP("Sorting", "sorting_");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "sorting_offset"), "set_sorting_offset", "get_sorting_offset");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sorting_use_aabb_center"), "set_sorting_use_aabb_center", "is_sorting_use_aabb_center");
- }
- void VisualInstance::set_base(const RID &p_base) {
- VisualServer::get_singleton()->instance_set_base(instance, p_base);
- base = p_base;
- }
- RID VisualInstance::get_base() const {
- return base;
- }
- VisualInstance::VisualInstance() {
- instance = RID_PRIME(VisualServer::get_singleton()->instance_create());
- VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
- layers = 1;
- sorting_offset = 0.0f;
- sorting_use_aabb_center = true;
- set_notify_transform(true);
- }
- VisualInstance::~VisualInstance() {
- VisualServer::get_singleton()->free(instance);
- }
- void GeometryInstance::set_material_override(const Ref<Material> &p_material) {
- material_override = p_material;
- VS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
- }
- Ref<Material> GeometryInstance::get_material_override() const {
- return material_override;
- }
- void GeometryInstance::set_material_overlay(const Ref<Material> &p_material) {
- material_overlay = p_material;
- VS::get_singleton()->instance_geometry_set_material_overlay(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
- }
- Ref<Material> GeometryInstance::get_material_overlay() const {
- return material_overlay;
- }
- void GeometryInstance::set_generate_lightmap(bool p_enabled) {
- generate_lightmap = p_enabled;
- }
- bool GeometryInstance::get_generate_lightmap() const {
- return generate_lightmap;
- }
- void GeometryInstance::set_lightmap_scale(LightmapScale p_scale) {
- ERR_FAIL_INDEX(p_scale, LIGHTMAP_SCALE_MAX);
- lightmap_scale = p_scale;
- }
- GeometryInstance::LightmapScale GeometryInstance::get_lightmap_scale() const {
- return lightmap_scale;
- }
- void GeometryInstance::_notification(int p_what) {
- }
- void GeometryInstance::set_flag(Flags p_flag, bool p_value) {
- ERR_FAIL_INDEX(p_flag, FLAG_MAX);
- if (flags[p_flag] == p_value) {
- return;
- }
- flags[p_flag] = p_value;
- VS::get_singleton()->instance_geometry_set_flag(get_instance(), (VS::InstanceFlags)p_flag, p_value);
- }
- bool GeometryInstance::get_flag(Flags p_flag) const {
- ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
- return flags[p_flag];
- }
- void GeometryInstance::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
- if (p_shadow_casting_setting != shadow_casting_setting) {
- shadow_casting_setting = p_shadow_casting_setting;
- VS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (VS::ShadowCastingSetting)p_shadow_casting_setting);
- }
- }
- GeometryInstance::ShadowCastingSetting GeometryInstance::get_cast_shadows_setting() const {
- return shadow_casting_setting;
- }
- void GeometryInstance::set_extra_cull_margin(float p_margin) {
- ERR_FAIL_COND(p_margin < 0);
- if (p_margin != extra_cull_margin) {
- extra_cull_margin = p_margin;
- VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
- }
- }
- float GeometryInstance::get_extra_cull_margin() const {
- return extra_cull_margin;
- }
- void GeometryInstance::set_custom_aabb(AABB aabb) {
- VS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
- }
- void GeometryInstance::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance::set_material_override);
- ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance::get_material_override);
- ClassDB::bind_method(D_METHOD("set_material_overlay", "material"), &GeometryInstance::set_material_overlay);
- ClassDB::bind_method(D_METHOD("get_material_overlay"), &GeometryInstance::get_material_overlay);
- ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance::set_flag);
- ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance::get_flag);
- ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
- ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
- ClassDB::bind_method(D_METHOD("set_generate_lightmap", "enabled"), &GeometryInstance::set_generate_lightmap);
- ClassDB::bind_method(D_METHOD("get_generate_lightmap"), &GeometryInstance::get_generate_lightmap);
- ClassDB::bind_method(D_METHOD("set_lightmap_scale", "scale"), &GeometryInstance::set_lightmap_scale);
- ClassDB::bind_method(D_METHOD("get_lightmap_scale"), &GeometryInstance::get_lightmap_scale);
- ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin);
- ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
- ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance::set_custom_aabb);
- ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance::get_aabb);
- ADD_GROUP("Geometry", "");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial,ORMSpatialMaterial"), "set_material_override", "get_material_override");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial,ORMSpatialMaterial"), "set_material_overlay", "get_material_overlay");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
- ADD_GROUP("Baked Light", "");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_in_baked_light"), "set_flag", "get_flag", FLAG_USE_BAKED_LIGHT);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_lightmap"), "set_generate_lightmap", "get_generate_lightmap");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "lightmap_scale", PROPERTY_HINT_ENUM, "1x,2x,4x,8x"), "set_lightmap_scale", "get_lightmap_scale");
- //ADD_SIGNAL( MethodInfo("visibility_changed"));
- BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
- BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_2X);
- BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_4X);
- BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_8X);
- BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_MAX);
- BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
- BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
- BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
- BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
- BIND_ENUM_CONSTANT(FLAG_USE_BAKED_LIGHT);
- BIND_ENUM_CONSTANT(FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
- BIND_ENUM_CONSTANT(FLAG_MAX);
- }
- GeometryInstance::GeometryInstance() {
- for (int i = 0; i < FLAG_MAX; i++) {
- flags[i] = false;
- }
- shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
- extra_cull_margin = 0;
- generate_lightmap = true;
- lightmap_scale = LightmapScale::LIGHTMAP_SCALE_1X;
- //VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
- }
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