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Implement per-instance custom bounding box

# Conflicts:
#	servers/visual/visual_server_scene.h
This commit is contained in:
Marc Gilleron
2017-11-20 20:54:26 +01:00
parent 396218179c
commit 17b9accd0c
5 changed files with 59 additions and 4 deletions

View File

@@ -587,6 +587,36 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
}
}
inline bool is_geometry_instance(VisualServer::InstanceType p_type) {
return p_type == VS::INSTANCE_MESH || p_type == VS::INSTANCE_MULTIMESH || p_type == VS::INSTANCE_PARTICLES || p_type == VS::INSTANCE_IMMEDIATE;
}
void VisualServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
if(p_aabb != AABB()) {
// Set custom AABB
if (instance->custom_aabb == NULL)
instance->custom_aabb = memnew(AABB);
*instance->custom_aabb = p_aabb;
} else {
// Clear custom AABB
if (instance->custom_aabb != NULL) {
memdelete(instance->custom_aabb);
instance->custom_aabb = NULL;
}
}
if (instance->scenario)
_instance_queue_update(instance, true, false);
}
void VisualServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
Instance *instance = instance_owner.get(p_instance);
@@ -828,23 +858,35 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
} break;
case VisualServer::INSTANCE_MESH: {
new_aabb = VSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
if (p_instance->custom_aabb)
new_aabb = *p_instance->custom_aabb;
else
new_aabb = VSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
} break;
case VisualServer::INSTANCE_MULTIMESH: {
new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
if (p_instance->custom_aabb)
new_aabb = *p_instance->custom_aabb;
else
new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
} break;
case VisualServer::INSTANCE_IMMEDIATE: {
new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
if (p_instance->custom_aabb)
new_aabb = *p_instance->custom_aabb;
else
new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
} break;
case VisualServer::INSTANCE_PARTICLES: {
new_aabb = VSG::storage->particles_get_aabb(p_instance->base);
if (p_instance->custom_aabb)
new_aabb = *p_instance->custom_aabb;
else
new_aabb = VSG::storage->particles_get_aabb(p_instance->base);
} break;
case VisualServer::INSTANCE_LIGHT: {
@@ -866,6 +908,7 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
default: {}
}
// <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
if (p_instance->extra_margin)
new_aabb.grow_by(p_instance->extra_margin);