Path: blob/master/servers/rendering/renderer_geometry_instance.cpp
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/**************************************************************************/1/* renderer_geometry_instance.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "servers/rendering/renderer_geometry_instance.h"3132void RenderGeometryInstanceBase::set_skeleton(RID p_skeleton) {33data->skeleton = p_skeleton;3435_mark_dirty();36data->dirty_dependencies = true;37}3839void RenderGeometryInstanceBase::set_material_override(RID p_override) {40data->material_override = p_override;4142_mark_dirty();43data->dirty_dependencies = true;44}4546void RenderGeometryInstanceBase::set_material_overlay(RID p_overlay) {47data->material_overlay = p_overlay;4849_mark_dirty();50data->dirty_dependencies = true;51}5253void RenderGeometryInstanceBase::set_surface_materials(const Vector<RID> &p_materials) {54data->surface_materials = p_materials;5556_mark_dirty();57data->dirty_dependencies = true;58}5960void RenderGeometryInstanceBase::set_mesh_instance(RID p_mesh_instance) {61mesh_instance = p_mesh_instance;6263_mark_dirty();64}6566void RenderGeometryInstanceBase::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {67transform = p_transform;68mirror = p_transform.basis.determinant() < 0;69data->aabb = p_aabb;70transformed_aabb = p_transformed_aabb;7172Vector3 model_scale_vec = p_transform.basis.get_scale_abs();73// handle non uniform scale here7475float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));76float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));77non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;7879lod_model_scale = max_scale;80}8182void RenderGeometryInstanceBase::set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) {83sorting_offset = p_sorting_offset;84use_aabb_center = p_use_aabb_center;85}8687void RenderGeometryInstanceBase::set_lod_bias(float p_lod_bias) {88lod_bias = p_lod_bias;89}9091void RenderGeometryInstanceBase::set_layer_mask(uint32_t p_layer_mask) {92layer_mask = p_layer_mask;93}9495void RenderGeometryInstanceBase::set_fade_range(bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {96fade_near = p_enable_near;97fade_near_begin = p_near_begin;98fade_near_end = p_near_end;99fade_far = p_enable_far;100fade_far_begin = p_far_begin;101fade_far_end = p_far_end;102}103104void RenderGeometryInstanceBase::set_parent_fade_alpha(float p_alpha) {105parent_fade_alpha = p_alpha;106}107108void RenderGeometryInstanceBase::set_transparency(float p_transparency) {109force_alpha = CLAMP(1.0 - p_transparency, 0, 1);110}111112void RenderGeometryInstanceBase::set_use_baked_light(bool p_enable) {113data->use_baked_light = p_enable;114115_mark_dirty();116}117118void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) {119data->use_dynamic_gi = p_enable;120121_mark_dirty();122}123124void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) {125shader_uniforms_offset = p_offset;126127_mark_dirty();128}129130void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) {131data->cast_double_sided_shadows = p_enable;132133_mark_dirty();134}135136void RenderGeometryInstanceBase::reset_motion_vectors() {137}138139Transform3D RenderGeometryInstanceBase::get_transform() {140return transform;141}142143AABB RenderGeometryInstanceBase::get_aabb() {144return data->aabb;145}146147148