136 lines
3.8 KiB
C++
136 lines
3.8 KiB
C++
#ifndef VOXEL_INSTANCE_LIBRARY_ITEM_H
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#define VOXEL_INSTANCE_LIBRARY_ITEM_H
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#include <core/resource.h>
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#include <scene/resources/mesh.h>
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#include <scene/resources/shape.h>
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#include "../../util/fixed_array.h"
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#include "voxel_instance_generator.h"
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// Settings for a model that can be used by VoxelInstancer
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class VoxelInstanceLibraryItem : public Resource {
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GDCLASS(VoxelInstanceLibraryItem, Resource)
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public:
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static const int MAX_MESH_LODS = 4;
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struct CollisionShapeInfo {
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Transform transform;
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Ref<Shape> shape;
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};
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enum ChangeType {
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CHANGE_LOD_INDEX,
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CHANGE_GENERATOR,
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CHANGE_VISUAL,
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CHANGE_ADDED,
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CHANGE_REMOVED
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};
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class IListener {
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public:
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virtual void on_library_item_changed(int id, ChangeType change) = 0;
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};
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void set_item_name(String name);
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String get_item_name() const;
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void set_lod_index(int lod);
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int get_lod_index() const;
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void set_generator(Ref<VoxelInstanceGenerator> generator);
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Ref<VoxelInstanceGenerator> get_generator() const;
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void set_persistent(bool persistent);
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bool is_persistent() const;
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void set_mesh(Ref<Mesh> mesh, int mesh_lod_index);
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Ref<Mesh> get_mesh(int mesh_lod_index) const;
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int get_mesh_lod_count() const;
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void set_material_override(Ref<Material> material);
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Ref<Material> get_material_override() const;
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void set_cast_shadows_setting(VisualServer::ShadowCastingSetting mode);
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VisualServer::ShadowCastingSetting get_cast_shadows_setting() const;
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void set_collision_layer(int collision_layer);
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int get_collision_layer() const;
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void set_collision_mask(int collision_mask);
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int get_collision_mask() const;
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void setup_from_template(Node *root);
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// Internal
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inline const Vector<CollisionShapeInfo> &get_collision_shapes() const {
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return _collision_shapes;
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}
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void add_listener(IListener *listener, int id);
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void remove_listener(IListener *listener, int id);
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private:
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void notify_listeners(ChangeType change);
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void _on_generator_changed();
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static void _bind_methods();
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void _b_set_collision_shapes(Array shape_infos);
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Array _b_get_collision_shapes() const;
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Ref<Mesh> _b_get_mesh_lod0() const { return get_mesh(0); }
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Ref<Mesh> _b_get_mesh_lod1() const { return get_mesh(1); }
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Ref<Mesh> _b_get_mesh_lod2() const { return get_mesh(2); }
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Ref<Mesh> _b_get_mesh_lod3() const { return get_mesh(3); }
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void _b_set_mesh_lod0(Ref<Mesh> mesh) { set_mesh(mesh, 0); }
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void _b_set_mesh_lod1(Ref<Mesh> mesh) { set_mesh(mesh, 1); }
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void _b_set_mesh_lod2(Ref<Mesh> mesh) { set_mesh(mesh, 2); }
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void _b_set_mesh_lod3(Ref<Mesh> mesh) { set_mesh(mesh, 3); }
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// For the user, not used by the engine
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String _name;
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// If a layer is persistent, any change to its instances will be saved if the volume has a stream
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// supporting instances. It will also not generate on top of modified surfaces.
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// If a layer is not persistent, changes won't get saved, and it will keep generating on all compliant
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// surfaces.
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bool _persistent = false;
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// Which LOD of the octree this model will spawn into.
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// Higher means larger distances, but lower precision and density
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int _lod_index = 0;
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Ref<VoxelInstanceGenerator> _generator;
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FixedArray<Ref<Mesh>, MAX_MESH_LODS> _mesh_lods;
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unsigned int _mesh_lod_count = 1;
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// TODO Scenes?
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// It is preferred to have materials on the mesh already,
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// but this is in case OBJ meshes are used, which often dont have a material of their own
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Ref<Material> _material_override;
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VisualServer::ShadowCastingSetting _shadow_casting_setting = VisualServer::SHADOW_CASTING_SETTING_ON;
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int _collision_mask = 1;
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int _collision_layer = 1;
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Vector<CollisionShapeInfo> _collision_shapes;
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struct ListenerSlot {
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IListener *listener;
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int id;
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inline bool operator==(const ListenerSlot &other) const {
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return listener == other.listener && id == other.id;
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}
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};
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Vector<ListenerSlot> _listeners;
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};
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#endif // VOXEL_INSTANCE_LIBRARY_ITEM_H
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