godot/scene/3d/visual_instance_3d.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

206 lines
7.1 KiB
C++

/**************************************************************************/
/* visual_instance_3d.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef VISUAL_INSTANCE_3D_H
#define VISUAL_INSTANCE_3D_H
#include "scene/3d/node_3d.h"
class VisualInstance3D : public Node3D {
GDCLASS(VisualInstance3D, Node3D);
RID base;
RID instance;
uint32_t layers = 1;
float sorting_offset = 0.0;
bool sorting_use_aabb_center = true;
protected:
void _update_visibility();
void _notification(int p_what);
static void _bind_methods();
GDVIRTUAL0RC(AABB, _get_aabb)
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;
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_value(int p_layer_number, bool p_enable);
bool get_layer_mask_value(int p_layer_number) const;
void set_sorting_offset(float p_offset);
float get_sorting_offset() const;
void set_sorting_use_aabb_center(bool p_enabled);
bool is_sorting_use_aabb_center() 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_STATIC,
GI_MODE_DYNAMIC
};
enum LightmapScale {
LIGHTMAP_SCALE_1X,
LIGHTMAP_SCALE_2X,
LIGHTMAP_SCALE_4X,
LIGHTMAP_SCALE_8X,
LIGHTMAP_SCALE_MAX,
};
enum VisibilityRangeFadeMode {
VISIBILITY_RANGE_FADE_DISABLED = RS::VISIBILITY_RANGE_FADE_DISABLED,
VISIBILITY_RANGE_FADE_SELF = RS::VISIBILITY_RANGE_FADE_SELF,
VISIBILITY_RANGE_FADE_DEPENDENCIES = RS::VISIBILITY_RANGE_FADE_DEPENDENCIES,
};
private:
ShadowCastingSetting shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
Ref<Material> material_override;
Ref<Material> material_overlay;
float visibility_range_begin = 0.0;
float visibility_range_end = 0.0;
float visibility_range_begin_margin = 0.0;
float visibility_range_end_margin = 0.0;
VisibilityRangeFadeMode visibility_range_fade_mode = VISIBILITY_RANGE_FADE_DISABLED;
float transparency = 0.0f;
float lod_bias = 1.0;
mutable HashMap<StringName, Variant> instance_shader_parameters;
mutable HashMap<StringName, StringName> instance_shader_parameter_property_remap;
float extra_cull_margin = 0.0;
AABB custom_aabb;
LightmapScale lightmap_scale = LIGHTMAP_SCALE_1X;
GIMode gi_mode = GI_MODE_STATIC;
bool ignore_occlusion_culling = false;
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<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
ShadowCastingSetting get_cast_shadows_setting() const;
void set_transparency(float p_transparency);
float get_transparency() const;
void set_visibility_range_begin(float p_dist);
float get_visibility_range_begin() const;
void set_visibility_range_end(float p_dist);
float get_visibility_range_end() const;
void set_visibility_range_begin_margin(float p_dist);
float get_visibility_range_begin_margin() const;
void set_visibility_range_end_margin(float p_dist);
float get_visibility_range_end_margin() const;
void set_visibility_range_fade_mode(VisibilityRangeFadeMode p_mode);
VisibilityRangeFadeMode get_visibility_range_fade_mode() const;
void set_material_override(const Ref<Material> &p_material);
Ref<Material> get_material_override() const;
void set_material_overlay(const Ref<Material> &p_material);
Ref<Material> get_material_overlay() 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_instance_shader_parameter(const StringName &p_name, const Variant &p_value);
Variant get_instance_shader_parameter(const StringName &p_name) const;
void set_custom_aabb(AABB p_aabb);
AABB get_custom_aabb() const;
void set_ignore_occlusion_culling(bool p_enabled);
bool is_ignoring_occlusion_culling();
PackedStringArray get_configuration_warnings() const override;
GeometryInstance3D();
virtual ~GeometryInstance3D();
};
VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);
VARIANT_ENUM_CAST(GeometryInstance3D::LightmapScale);
VARIANT_ENUM_CAST(GeometryInstance3D::GIMode);
VARIANT_ENUM_CAST(GeometryInstance3D::VisibilityRangeFadeMode);
#endif // VISUAL_INSTANCE_3D_H