pandemonium_engine/scene/3d/visibility_notifier.h

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#ifndef VISIBILITY_NOTIFIER_H
#define VISIBILITY_NOTIFIER_H
/*************************************************************************/
/* visibility_notifier.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "scene/3d/cull_instance.h"
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class World3D;
class Camera;
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class VisibilityNotifier : public CullInstance {
GDCLASS(VisibilityNotifier, CullInstance);
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Ref<World3D> world;
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RBSet<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);
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RBMap<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