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989acbbe81
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
112 lines
4.0 KiB
C++
112 lines
4.0 KiB
C++
/*************************************************************************/
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/* occluder_instance_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef OCCLUDER_INSTANCE_3D_H
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#define OCCLUDER_INSTANCE_3D_H
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#include "scene/3d/visual_instance_3d.h"
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class Occluder3D : public Resource {
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GDCLASS(Occluder3D, Resource);
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RES_BASE_EXTENSION("occ");
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mutable RID occluder;
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mutable Ref<ArrayMesh> debug_mesh;
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mutable Vector<Vector3> debug_lines;
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AABB aabb;
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PackedVector3Array vertices;
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PackedInt32Array indices;
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void _update_changes();
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protected:
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static void _bind_methods();
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public:
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void set_vertices(PackedVector3Array p_vertices);
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PackedVector3Array get_vertices() const;
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void set_indices(PackedInt32Array p_indices);
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PackedInt32Array get_indices() const;
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Vector<Vector3> get_debug_lines() const;
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Ref<ArrayMesh> get_debug_mesh() const;
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AABB get_aabb() const;
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virtual RID get_rid() const override;
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Occluder3D();
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~Occluder3D();
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};
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class OccluderInstance3D : public VisualInstance3D {
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GDCLASS(OccluderInstance3D, Node3D);
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private:
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Ref<Occluder3D> occluder;
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uint32_t bake_mask = 0xFFFFFFFF;
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void _occluder_changed();
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bool _bake_material_check(Ref<Material> p_material);
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void _bake_node(Node *p_node, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
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protected:
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static void _bind_methods();
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public:
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virtual TypedArray<String> get_configuration_warnings() const override;
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enum BakeError {
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BAKE_ERROR_OK,
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BAKE_ERROR_NO_SAVE_PATH,
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BAKE_ERROR_NO_MESHES,
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};
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void set_occluder(const Ref<Occluder3D> &p_occluder);
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Ref<Occluder3D> get_occluder() const;
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virtual AABB get_aabb() const override;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
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void set_bake_mask(uint32_t p_mask);
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uint32_t get_bake_mask() const;
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void set_bake_mask_value(int p_layer_number, bool p_enable);
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bool get_bake_mask_value(int p_layer_number) const;
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BakeError bake(Node *p_from_node, String p_occluder_path = "");
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OccluderInstance3D();
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~OccluderInstance3D();
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};
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#endif
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