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- /**************************************************************************/
- /* visibility_notifier.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 VISIBILITY_NOTIFIER_H
- #define VISIBILITY_NOTIFIER_H
- #include "scene/3d/cull_instance.h"
- class World;
- class Camera;
- class VisibilityNotifier : public CullInstance {
- GDCLASS(VisibilityNotifier, CullInstance);
- Ref<World> world;
- Set<Camera *> cameras;
- AABB aabb;
- Vector3 _world_aabb_center;
- // if using rooms and portals
- RID _cull_instance_rid;
- bool _in_gameplay;
- bool _max_distance_active;
- real_t _max_distance;
- real_t _max_distance_squared;
- // This is a first number of frames where distance objects
- // are forced seen as visible, to make sure their animations
- // and physics positions etc are something reasonable.
- uint32_t _max_distance_leadin_counter;
- protected:
- virtual void _screen_enter() {}
- virtual void _screen_exit() {}
- virtual void _refresh_portal_mode();
- void _notification(int p_what);
- static void _bind_methods();
- friend struct SpatialIndexer;
- void _enter_camera(Camera *p_camera);
- void _exit_camera(Camera *p_camera);
- public:
- void set_aabb(const AABB &p_aabb);
- AABB get_aabb() const;
- bool is_on_screen() const;
- // This is only currently kept up to date if max_distance is active
- const Vector3 &get_world_aabb_center() const { return _world_aabb_center; }
- void set_max_distance(real_t p_max_distance);
- real_t get_max_distance() const { return _max_distance; }
- real_t get_max_distance_squared() const { return _max_distance_squared; }
- bool is_max_distance_active() const { return _max_distance_active; }
- bool inside_max_distance_leadin() {
- if (!_max_distance_leadin_counter) {
- return false;
- }
- _max_distance_leadin_counter--;
- return true;
- }
- VisibilityNotifier();
- ~VisibilityNotifier();
- };
- class VisibilityEnabler : public VisibilityNotifier {
- GDCLASS(VisibilityEnabler, VisibilityNotifier);
- public:
- enum Enabler {
- ENABLER_PAUSE_ANIMATIONS,
- ENABLER_FREEZE_BODIES,
- ENABLER_MAX
- };
- protected:
- virtual void _screen_enter();
- virtual void _screen_exit();
- bool visible;
- void _find_nodes(Node *p_node);
- Map<Node *, Variant> nodes;
- void _node_removed(Node *p_node);
- bool enabler[ENABLER_MAX];
- void _change_node_state(Node *p_node, bool p_enabled);
- void _notification(int p_what);
- static void _bind_methods();
- public:
- void set_enabler(Enabler p_enabler, bool p_enable);
- bool is_enabler_enabled(Enabler p_enabler) const;
- VisibilityEnabler();
- };
- VARIANT_ENUM_CAST(VisibilityEnabler::Enabler);
- #endif // VISIBILITY_NOTIFIER_H
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