mirror of
https://github.com/Relintai/pandemonium_engine.git
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249 lines
6.6 KiB
C++
249 lines
6.6 KiB
C++
#ifndef SPRITE_3D_H
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#define SPRITE_3D_H
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/*************************************************************************/
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/* sprite_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/reference.h"
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/material.h"
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class TriangleMesh;
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class SpriteFrames;
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class SpriteBase3D : public GeometryInstance {
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GDCLASS(SpriteBase3D, GeometryInstance);
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mutable Ref<TriangleMesh> triangle_mesh; //cached
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public:
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enum DrawFlags {
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FLAG_TRANSPARENT,
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FLAG_SHADED,
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FLAG_DOUBLE_SIDED,
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FLAG_MAX
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};
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enum AlphaCutMode {
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ALPHA_CUT_DISABLED,
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ALPHA_CUT_DISCARD,
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ALPHA_CUT_OPAQUE_PREPASS
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};
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private:
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bool color_dirty;
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Color color_accum;
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SpriteBase3D *parent_sprite;
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List<SpriteBase3D *> children;
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List<SpriteBase3D *>::Element *pI;
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bool centered;
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Point2 offset;
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bool hflip;
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bool vflip;
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Color modulate;
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float opacity;
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Vector3::Axis axis;
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float pixel_size;
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AABB aabb;
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RID mesh;
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RID material;
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bool flags[FLAG_MAX];
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AlphaCutMode alpha_cut;
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SpatialMaterial::BillboardMode billboard_mode;
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bool pending_update;
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void _im_update();
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void _propagate_color_changed();
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protected:
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Color _get_color_accum();
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _draw() = 0;
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_FORCE_INLINE_ void set_aabb(const AABB &p_aabb) { aabb = p_aabb; }
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_FORCE_INLINE_ RID &get_mesh() { return mesh; }
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_FORCE_INLINE_ RID &get_material() { return material; }
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uint32_t mesh_surface_offsets[VS::ARRAY_MAX];
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PoolByteArray mesh_buffer;
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uint32_t mesh_stride[VS::ARRAY_MAX];
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uint32_t mesh_surface_format;
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void _queue_update();
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public:
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void set_centered(bool p_center);
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bool is_centered() const;
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void set_offset(const Point2 &p_offset);
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Point2 get_offset() const;
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void set_flip_h(bool p_flip);
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bool is_flipped_h() const;
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void set_flip_v(bool p_flip);
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bool is_flipped_v() const;
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void set_modulate(const Color &p_color);
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Color get_modulate() const;
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void set_opacity(float p_amount);
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float get_opacity() const;
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void set_pixel_size(float p_amount);
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float get_pixel_size() const;
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void set_axis(Vector3::Axis p_axis);
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Vector3::Axis get_axis() const;
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void set_draw_flag(DrawFlags p_flag, bool p_enable);
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bool get_draw_flag(DrawFlags p_flag) const;
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void set_alpha_cut_mode(AlphaCutMode p_mode);
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AlphaCutMode get_alpha_cut_mode() const;
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void set_billboard_mode(SpatialMaterial::BillboardMode p_mode);
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SpatialMaterial::BillboardMode get_billboard_mode() const;
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virtual Rect2 get_item_rect() const = 0;
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virtual AABB get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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Ref<TriangleMesh> generate_triangle_mesh() const;
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SpriteBase3D();
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~SpriteBase3D();
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};
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class Sprite3D : public SpriteBase3D {
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GDCLASS(Sprite3D, SpriteBase3D);
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Ref<Texture> texture;
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bool region;
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Rect2 region_rect;
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int frame;
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int vframes;
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int hframes;
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protected:
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virtual void _draw();
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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void set_texture(const Ref<Texture> &p_texture);
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Ref<Texture> get_texture() const;
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void set_region(bool p_region);
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bool is_region() const;
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void set_region_rect(const Rect2 &p_region_rect);
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Rect2 get_region_rect() const;
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void set_frame(int p_frame);
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int get_frame() const;
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void set_frame_coords(const Vector2 &p_coord);
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Vector2 get_frame_coords() const;
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void set_vframes(int p_amount);
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int get_vframes() const;
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void set_hframes(int p_amount);
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int get_hframes() const;
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virtual Rect2 get_item_rect() const;
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Sprite3D();
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//~Sprite3D();
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};
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class AnimatedSprite3D : public SpriteBase3D {
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GDCLASS(AnimatedSprite3D, SpriteBase3D);
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Ref<SpriteFrames> frames;
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bool playing;
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StringName animation;
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int frame;
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bool centered;
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float timeout;
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bool hflip;
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bool vflip;
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Color modulate;
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void _res_changed();
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void _reset_timeout();
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void _set_playing(bool p_playing);
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bool _is_playing() const;
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protected:
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virtual void _draw();
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static void _bind_methods();
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void _notification(int p_what);
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
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Ref<SpriteFrames> get_sprite_frames() const;
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void play(const StringName &p_animation = StringName());
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void stop();
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bool is_playing() const;
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void set_animation(const StringName &p_animation);
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StringName get_animation() const;
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void set_frame(int p_frame);
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int get_frame() const;
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virtual Rect2 get_item_rect() const;
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virtual String get_configuration_warning() const;
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AnimatedSprite3D();
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};
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VARIANT_ENUM_CAST(SpriteBase3D::DrawFlags);
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VARIANT_ENUM_CAST(SpriteBase3D::AlphaCutMode);
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#endif // SPRITE_3D_H
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