visual_instance.cpp 16 KB

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  1. /**************************************************************************/
  2. /* visual_instance.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "visual_instance.h"
  31. #include "scene/scene_string_names.h"
  32. #include "servers/visual_server.h"
  33. #include "skeleton.h"
  34. AABB VisualInstance::get_transformed_aabb() const {
  35. return get_global_transform().xform(get_aabb());
  36. }
  37. void VisualInstance::_refresh_portal_mode() {
  38. VisualServer::get_singleton()->instance_set_portal_mode(instance, (VisualServer::InstancePortalMode)get_portal_mode());
  39. }
  40. void VisualInstance::_update_visibility() {
  41. if (!is_inside_tree()) {
  42. return;
  43. }
  44. bool visible = is_visible_in_tree();
  45. // keep a quick flag available in each node.
  46. // no need to call is_visible_in_tree all over the place,
  47. // providing it is propagated with a notification.
  48. bool already_visible = _is_vi_visible();
  49. _set_vi_visible(visible);
  50. // if making visible, make sure the visual server is up to date with the transform
  51. if (visible && (!already_visible)) {
  52. if (!_is_using_identity_transform()) {
  53. Transform gt = get_global_transform();
  54. VisualServer::get_singleton()->instance_set_transform(instance, gt);
  55. }
  56. }
  57. _change_notify("visible");
  58. VS::get_singleton()->instance_set_visible(get_instance(), visible);
  59. }
  60. void VisualInstance::set_instance_use_identity_transform(bool p_enable) {
  61. // prevent sending instance transforms when using global coords
  62. _set_use_identity_transform(p_enable);
  63. if (is_inside_tree()) {
  64. if (p_enable) {
  65. // want to make sure instance is using identity transform
  66. VisualServer::get_singleton()->instance_set_transform(instance, Transform());
  67. } else {
  68. // want to make sure instance is up to date
  69. VisualServer::get_singleton()->instance_set_transform(instance, get_global_transform());
  70. }
  71. }
  72. }
  73. void VisualInstance::_notification(int p_what) {
  74. switch (p_what) {
  75. case NOTIFICATION_ENTER_WORLD: {
  76. // CHECK SKELETON => moving skeleton attaching logic to MeshInstance
  77. /*
  78. Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
  79. if (skeleton)
  80. VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
  81. */
  82. ERR_FAIL_COND(get_world().is_null());
  83. VisualServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
  84. _update_visibility();
  85. } break;
  86. case NOTIFICATION_TRANSFORM_CHANGED: {
  87. if (_is_vi_visible() || is_physics_interpolated_and_enabled()) {
  88. if (!_is_using_identity_transform()) {
  89. VisualServer::get_singleton()->instance_set_transform(instance, get_global_transform());
  90. // For instance when first adding to the tree, when the previous transform is
  91. // unset, to prevent streaking from the origin.
  92. if (_is_physics_interpolation_reset_requested() && is_physics_interpolated_and_enabled() && is_inside_tree()) {
  93. if (_is_vi_visible()) {
  94. _notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
  95. }
  96. _set_physics_interpolation_reset_requested(false);
  97. }
  98. }
  99. }
  100. } break;
  101. case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
  102. if (_is_vi_visible() && is_physics_interpolated() && is_inside_tree()) {
  103. // We must ensure the VisualServer transform is up to date before resetting.
  104. // This is because NOTIFICATION_TRANSFORM_CHANGED is deferred,
  105. // and cannot be relied to be called in order before NOTIFICATION_RESET_PHYSICS_INTERPOLATION.
  106. if (!_is_using_identity_transform()) {
  107. VisualServer::get_singleton()->instance_set_transform(instance, get_global_transform());
  108. }
  109. VisualServer::get_singleton()->instance_reset_physics_interpolation(instance);
  110. }
  111. } break;
  112. case NOTIFICATION_EXIT_WORLD: {
  113. VisualServer::get_singleton()->instance_set_scenario(instance, RID());
  114. VisualServer::get_singleton()->instance_attach_skeleton(instance, RID());
  115. //VS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
  116. // the vi visible flag is always set to invisible when outside the tree,
  117. // so it can detect re-entering the tree and becoming visible, and send
  118. // the transform to the visual server
  119. _set_vi_visible(false);
  120. } break;
  121. case NOTIFICATION_VISIBILITY_CHANGED: {
  122. _update_visibility();
  123. } break;
  124. }
  125. }
  126. void VisualInstance::_physics_interpolated_changed() {
  127. VisualServer::get_singleton()->instance_set_interpolated(instance, is_physics_interpolated());
  128. }
  129. RID VisualInstance::get_instance() const {
  130. return instance;
  131. }
  132. RID VisualInstance::_get_visual_instance_rid() const {
  133. return instance;
  134. }
  135. void VisualInstance::set_layer_mask(uint32_t p_mask) {
  136. layers = p_mask;
  137. VisualServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
  138. }
  139. uint32_t VisualInstance::get_layer_mask() const {
  140. return layers;
  141. }
  142. void VisualInstance::set_layer_mask_bit(int p_layer, bool p_enable) {
  143. ERR_FAIL_INDEX(p_layer, 32);
  144. if (p_enable) {
  145. set_layer_mask(layers | (1 << p_layer));
  146. } else {
  147. set_layer_mask(layers & (~(1 << p_layer)));
  148. }
  149. }
  150. bool VisualInstance::get_layer_mask_bit(int p_layer) const {
  151. ERR_FAIL_INDEX_V(p_layer, 32, false);
  152. return (layers & (1 << p_layer));
  153. }
  154. void VisualInstance::set_sorting_offset(float p_offset) {
  155. sorting_offset = p_offset;
  156. VisualServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
  157. }
  158. float VisualInstance::get_sorting_offset() {
  159. return sorting_offset;
  160. }
  161. void VisualInstance::set_sorting_use_aabb_center(bool p_enabled) {
  162. sorting_use_aabb_center = p_enabled;
  163. VisualServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
  164. }
  165. bool VisualInstance::is_sorting_use_aabb_center() {
  166. return sorting_use_aabb_center;
  167. }
  168. void VisualInstance::_bind_methods() {
  169. ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
  170. ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
  171. ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance::get_base);
  172. ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance::get_instance);
  173. ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance::set_layer_mask);
  174. ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance::get_layer_mask);
  175. ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit);
  176. ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit);
  177. ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
  178. ClassDB::bind_method(D_METHOD("set_sorting_offset", "offset"), &VisualInstance::set_sorting_offset);
  179. ClassDB::bind_method(D_METHOD("get_sorting_offset"), &VisualInstance::get_sorting_offset);
  180. ClassDB::bind_method(D_METHOD("set_sorting_use_aabb_center", "enabled"), &VisualInstance::set_sorting_use_aabb_center);
  181. ClassDB::bind_method(D_METHOD("is_sorting_use_aabb_center"), &VisualInstance::is_sorting_use_aabb_center);
  182. ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
  183. ADD_GROUP("Sorting", "sorting_");
  184. ADD_PROPERTY(PropertyInfo(Variant::REAL, "sorting_offset"), "set_sorting_offset", "get_sorting_offset");
  185. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sorting_use_aabb_center"), "set_sorting_use_aabb_center", "is_sorting_use_aabb_center");
  186. }
  187. void VisualInstance::set_base(const RID &p_base) {
  188. VisualServer::get_singleton()->instance_set_base(instance, p_base);
  189. base = p_base;
  190. }
  191. RID VisualInstance::get_base() const {
  192. return base;
  193. }
  194. VisualInstance::VisualInstance() {
  195. instance = RID_PRIME(VisualServer::get_singleton()->instance_create());
  196. VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
  197. layers = 1;
  198. sorting_offset = 0.0f;
  199. sorting_use_aabb_center = true;
  200. set_notify_transform(true);
  201. }
  202. VisualInstance::~VisualInstance() {
  203. VisualServer::get_singleton()->free(instance);
  204. }
  205. void GeometryInstance::set_material_override(const Ref<Material> &p_material) {
  206. material_override = p_material;
  207. VS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
  208. }
  209. Ref<Material> GeometryInstance::get_material_override() const {
  210. return material_override;
  211. }
  212. void GeometryInstance::set_material_overlay(const Ref<Material> &p_material) {
  213. material_overlay = p_material;
  214. VS::get_singleton()->instance_geometry_set_material_overlay(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
  215. }
  216. Ref<Material> GeometryInstance::get_material_overlay() const {
  217. return material_overlay;
  218. }
  219. void GeometryInstance::set_generate_lightmap(bool p_enabled) {
  220. generate_lightmap = p_enabled;
  221. }
  222. bool GeometryInstance::get_generate_lightmap() const {
  223. return generate_lightmap;
  224. }
  225. void GeometryInstance::set_lightmap_scale(LightmapScale p_scale) {
  226. ERR_FAIL_INDEX(p_scale, LIGHTMAP_SCALE_MAX);
  227. lightmap_scale = p_scale;
  228. }
  229. GeometryInstance::LightmapScale GeometryInstance::get_lightmap_scale() const {
  230. return lightmap_scale;
  231. }
  232. void GeometryInstance::_notification(int p_what) {
  233. }
  234. void GeometryInstance::set_flag(Flags p_flag, bool p_value) {
  235. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  236. if (flags[p_flag] == p_value) {
  237. return;
  238. }
  239. flags[p_flag] = p_value;
  240. VS::get_singleton()->instance_geometry_set_flag(get_instance(), (VS::InstanceFlags)p_flag, p_value);
  241. }
  242. bool GeometryInstance::get_flag(Flags p_flag) const {
  243. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  244. return flags[p_flag];
  245. }
  246. void GeometryInstance::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
  247. if (p_shadow_casting_setting != shadow_casting_setting) {
  248. shadow_casting_setting = p_shadow_casting_setting;
  249. VS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (VS::ShadowCastingSetting)p_shadow_casting_setting);
  250. }
  251. }
  252. GeometryInstance::ShadowCastingSetting GeometryInstance::get_cast_shadows_setting() const {
  253. return shadow_casting_setting;
  254. }
  255. void GeometryInstance::set_extra_cull_margin(float p_margin) {
  256. ERR_FAIL_COND(p_margin < 0);
  257. if (p_margin != extra_cull_margin) {
  258. extra_cull_margin = p_margin;
  259. VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
  260. }
  261. }
  262. float GeometryInstance::get_extra_cull_margin() const {
  263. return extra_cull_margin;
  264. }
  265. void GeometryInstance::set_custom_aabb(AABB aabb) {
  266. VS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
  267. }
  268. void GeometryInstance::_bind_methods() {
  269. ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance::set_material_override);
  270. ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance::get_material_override);
  271. ClassDB::bind_method(D_METHOD("set_material_overlay", "material"), &GeometryInstance::set_material_overlay);
  272. ClassDB::bind_method(D_METHOD("get_material_overlay"), &GeometryInstance::get_material_overlay);
  273. ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance::set_flag);
  274. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance::get_flag);
  275. ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
  276. ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
  277. ClassDB::bind_method(D_METHOD("set_generate_lightmap", "enabled"), &GeometryInstance::set_generate_lightmap);
  278. ClassDB::bind_method(D_METHOD("get_generate_lightmap"), &GeometryInstance::get_generate_lightmap);
  279. ClassDB::bind_method(D_METHOD("set_lightmap_scale", "scale"), &GeometryInstance::set_lightmap_scale);
  280. ClassDB::bind_method(D_METHOD("get_lightmap_scale"), &GeometryInstance::get_lightmap_scale);
  281. ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin);
  282. ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
  283. ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance::set_custom_aabb);
  284. ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance::get_aabb);
  285. ADD_GROUP("Geometry", "");
  286. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial,ORMSpatialMaterial"), "set_material_override", "get_material_override");
  287. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial,ORMSpatialMaterial"), "set_material_overlay", "get_material_overlay");
  288. ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
  289. ADD_PROPERTY(PropertyInfo(Variant::REAL, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
  290. ADD_GROUP("Baked Light", "");
  291. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_in_baked_light"), "set_flag", "get_flag", FLAG_USE_BAKED_LIGHT);
  292. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_lightmap"), "set_generate_lightmap", "get_generate_lightmap");
  293. ADD_PROPERTY(PropertyInfo(Variant::INT, "lightmap_scale", PROPERTY_HINT_ENUM, "1x,2x,4x,8x"), "set_lightmap_scale", "get_lightmap_scale");
  294. //ADD_SIGNAL( MethodInfo("visibility_changed"));
  295. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
  296. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_2X);
  297. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_4X);
  298. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_8X);
  299. BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_MAX);
  300. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
  301. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
  302. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  303. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
  304. BIND_ENUM_CONSTANT(FLAG_USE_BAKED_LIGHT);
  305. BIND_ENUM_CONSTANT(FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
  306. BIND_ENUM_CONSTANT(FLAG_MAX);
  307. }
  308. GeometryInstance::GeometryInstance() {
  309. for (int i = 0; i < FLAG_MAX; i++) {
  310. flags[i] = false;
  311. }
  312. shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
  313. extra_cull_margin = 0;
  314. generate_lightmap = true;
  315. lightmap_scale = LightmapScale::LIGHTMAP_SCALE_1X;
  316. //VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
  317. }