godot/scene/3d/occluder_instance_3d.h
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00

215 lines
6.7 KiB
C++

/*************************************************************************/
/* occluder_instance_3d.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef OCCLUDER_INSTANCE_3D_H
#define OCCLUDER_INSTANCE_3D_H
#include "scene/3d/visual_instance_3d.h"
class Occluder3D : public Resource {
GDCLASS(Occluder3D, Resource);
RES_BASE_EXTENSION("occ");
RID occluder;
PackedVector3Array vertices;
PackedInt32Array indices;
AABB aabb;
mutable Ref<ArrayMesh> debug_mesh;
mutable Vector<Vector3> debug_lines;
protected:
void _update();
virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) = 0;
static void _bind_methods();
void _notification(int p_what);
public:
PackedVector3Array get_vertices() const;
PackedInt32Array get_indices() const;
Vector<Vector3> get_debug_lines() const;
Ref<ArrayMesh> get_debug_mesh() const;
AABB get_aabb() const;
virtual RID get_rid() const override;
Occluder3D();
virtual ~Occluder3D();
};
class ArrayOccluder3D : public Occluder3D {
GDCLASS(ArrayOccluder3D, Occluder3D);
PackedVector3Array vertices;
PackedInt32Array indices;
protected:
virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
static void _bind_methods();
public:
void set_arrays(PackedVector3Array p_vertices, PackedInt32Array p_indices);
void set_vertices(PackedVector3Array p_vertices);
void set_indices(PackedInt32Array p_indices);
ArrayOccluder3D();
~ArrayOccluder3D();
};
class QuadOccluder3D : public Occluder3D {
GDCLASS(QuadOccluder3D, Occluder3D);
private:
Vector2 size = Vector2(1.0f, 1.0f);
protected:
virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
static void _bind_methods();
public:
Vector2 get_size() const;
void set_size(const Vector2 &p_size);
QuadOccluder3D();
~QuadOccluder3D();
};
class BoxOccluder3D : public Occluder3D {
GDCLASS(BoxOccluder3D, Occluder3D);
private:
Vector3 size = Vector3(1.0f, 1.0f, 1.0f);
protected:
virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
static void _bind_methods();
public:
Vector3 get_size() const;
void set_size(const Vector3 &p_size);
BoxOccluder3D();
~BoxOccluder3D();
};
class SphereOccluder3D : public Occluder3D {
GDCLASS(SphereOccluder3D, Occluder3D);
private:
static constexpr int RINGS = 7;
static constexpr int RADIAL_SEGMENTS = 7;
float radius = 1.0f;
protected:
virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
static void _bind_methods();
public:
float get_radius() const;
void set_radius(float p_radius);
SphereOccluder3D();
~SphereOccluder3D();
};
class PolygonOccluder3D : public Occluder3D {
GDCLASS(PolygonOccluder3D, Occluder3D);
private:
Vector<Vector2> polygon;
bool _has_editable_3d_polygon_no_depth() const;
protected:
virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
static void _bind_methods();
public:
void set_polygon(const Vector<Vector2> &p_polygon);
Vector<Vector2> get_polygon() const;
PolygonOccluder3D();
~PolygonOccluder3D();
};
class OccluderInstance3D : public VisualInstance3D {
GDCLASS(OccluderInstance3D, Node3D);
private:
Ref<Occluder3D> occluder;
uint32_t bake_mask = 0xFFFFFFFF;
float bake_simplification_dist = 0.1f;
void _occluder_changed();
static bool _bake_material_check(Ref<Material> p_material);
static void _bake_surface(const Transform3D &p_transform, Array p_surface_arrays, Ref<Material> p_material, float p_simplification_dist, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
void _bake_node(Node *p_node, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
bool _is_editable_3d_polygon() const;
Ref<Resource> _get_editable_3d_polygon_resource() const;
protected:
static void _bind_methods();
public:
virtual TypedArray<String> get_configuration_warnings() const override;
enum BakeError {
BAKE_ERROR_OK,
BAKE_ERROR_NO_SAVE_PATH,
BAKE_ERROR_NO_MESHES,
BAKE_ERROR_CANT_SAVE,
};
void set_occluder(const Ref<Occluder3D> &p_occluder);
Ref<Occluder3D> get_occluder() const;
virtual AABB get_aabb() const override;
void set_bake_mask(uint32_t p_mask);
uint32_t get_bake_mask() const;
void set_bake_simplification_distance(float p_dist);
float get_bake_simplification_distance() const;
void set_bake_mask_value(int p_layer_number, bool p_enable);
bool get_bake_mask_value(int p_layer_number) const;
BakeError bake_scene(Node *p_from_node, String p_occluder_path = "");
static void bake_single_node(const Node3D *p_node, float p_simplification_distance, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
OccluderInstance3D();
~OccluderInstance3D();
};
#endif // OCCLUDER_INSTANCE_3D_H